Difference between revisions of "Exploits"

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== To Do List ==
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'''WARNING: Some of the exploits found on the following pages (particularly those that involve editing game files) can corrupt your game installation or savegames.  Make a copy of your entire XCOM directory beforehand to be safe.
For writing up
 
  
* Free HWP ammo during base defense
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==X-COM Exploits==
* Phantom base radars (See temporary notes in [[User Talk:NKF | NKF:Talk]] for now)
 
* unit overcrowding preventing aliens from spawning in base defense
 
* Destroying unique alien type/rank combos by way of transfering to a throw-away base with a containment + lab (nothing else necessary), starting research on the uniques, dismantling base completely. Repeat ad infinitum. Not exactly a very exciting exploit, but a useful one to know.
 
  
== Alien Inventory Screen ==
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This page lists the exploits currently found within X-COM:Enemy Unknown and X-COM:Terror From The Deep.
When controlling an alien through [[Psionics]], you can't directly see their inventory by clicking the inventory button. (Where DO Sectoids keep their grenades, anyway?) However if you switch to a human soldier, and check his inventory, you can use the arrows in the top corner to cycle through your units - including your "new recruit". Be careful though, as the game will often stack all the equipment in one location - if you pick an item up with the cursor, you won't be able to return if to it's original location (as there is already something there), so you'd better have enough TUs to put it somewhere else!
 
  
This trick is handy for getting aliens to drop their grenades, as well as their weapon. If you're feeling particulary vindictive, you'll prime the explosive while you're at it.
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The following categories primarily concern the first game in the series, [[X-COM|Enemy Unknown]], but can also be used with [[TFTD|Terror From The Deep]], unless noted.
  
It's also useful for giving an alien a different weapon, especially [[Pistol|peashooters]] which are harmless to armor but encourage the alien to do something other than shake in their boots during [[Reaction Training]].
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[[ExploitsA|Exploit: For Free]]
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* Underhandedly get out of paying wages, how to raid for items, and how to abuse the rules of combat.
  
== Faulty Collision Detection ==
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[[Exploiting Mind Control|Exploit: Mind Control]]
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* Methods on how to psychologically break your enemy for your own devious gains.
  
The mystical art of moving solid objects through other solid objects.  
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[[Exploiting Collision Detection|Exploit: Collision Detection]]
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* The mystical art of moving through solid objects.
  
=== Throw Through Ceilings ===
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[[Other Geoscape Exploits|Exploit: Geoscape Only]]
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* Break some rules of global proportions.
  
Most explosives (grenades, HE packs) can be chucked up through ceilings to land on the floor above. This is useful if you don't know where enemies are exactly, but you know where they are roughly. Use a big enough boomstick (HE rounds, pointed at ceiling) and you'll probably kill anyone in the vicinity of the blast.
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[[Tactical Exploits|Exploit: Tactical Only]]
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* Break some rules of the battlefield.
  
=== Corner Tile Tricks ===
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[[Game File Exploits|Exploit: Modifying Game Files]]
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* Arguably not "Exploits" but "Lite Modding"
  
Diagonal exterior UFO tiles aren't a well-defined boundary. A grenade thrown onto the same square from outside will detonate inside the UFO. An unconscious volunteer thrown onto the same square from outside will awake inside the UFO. (Except if he's sharing the tile with a live grenade.) A Flying Suit can sometimes fly up into a UFO from beneath a diagonal overhang.<br>
 
<br>
 
Note: This trick will also work with any wall that occupies the entire tile - i.e. any tile with a wall that you cannot walk into. Almost all the sides of most X-COM troop transports consist of these, and all outer walls along the West and Northern sides of UFOs are made of these as well.
 
  
=== Walk Through Wall Trick ===
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== See Also ==
 
 
This trick ties in with the corner tile trick, as it makes use of any wall that occupies an entire tile.<br>
 
<br>
 
As mentioned, you can fly up into some walls. For soldiers that cannot fly, you can walk into these walls if your starting location is on a different elevation than the destination.<br>
 
<br>
 
For example, if you're standing on the second floor of a barn with a nearby wall shot-out that's just to the West of a [[Large Scout]]. If you stay on the same level and move your movement cursor to a point that would walk your soldier (assuming you could walk on air) to a spot just above one of the UFO outer hull walls. Then walk. Your soldier will walk, drop and then step right into the wall. From here, you can either walk into or out of the UFO as you please - or you can throw a high explosive right into the ship and take one step away to get behind the safety of the hull. <br>
 
 
 
=== Moving a Large Unit Up Stairs and Sinking it into A Wall ===
 
Tanks are built up of four units, which make up each of the quarter. The primary quarter, the part that has all the vital statistics, is the upper left or north-west quarter when viewed from the overhead map, or the topmost when viewed in the battlescape. <br>
 
<br>
 
When moving a tank up or down different elevations, mainly via stairs or dropping it off the edge of a wall, the game only uses the primary quarter for collision detection. So you can easily move a tank up narrow stairs (or through a narrow cave - but that's not related to this).<br>
 
<br>
 
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won't happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank.
 
 
 
=== Seeing Through Ceilings ===
 
 
 
When a unit stands on raised terrain (such as a ramp), its head gets raised, bringing up its field of vision. This can allow you to see through the ceiling in some instances, for example, if a soldier stands on a barrow of hay his head may stick up high enough to let you see the contents of the upper floor.
 
 
 
== Infinite Fuel ==
 
 
 
This trick is great for saving Elerium-115.  When you finish building a new ship, load it out with weapons (dual Plasma Cannons are recommended) and wait for it to have the "Ready" status.  Then, transfer it to another base.  Immediately after it arrives, tell it to go to a random point on the globe (preferably where you have no bases) and have it patrol in the area.  Clicking on it will show that its fuel tank is 0% full.  This ship will now have unlimited fuel until it returns to base.  This works best on Firestorms, as they have the same number of guns as the Avengers yet cost less.
 
 
 
Note: After downing a UFO, this ship will automatically head back to base.  Be sure to send it on patrol again before reaching base, or you will lose the unlimited fuel feature.  Because of this, it helps to keep it patrolling as far away from its base as possible.
 
 
 
== Free Manufacturing ==
 
 
 
In the Workshop screen, choose an item to be manufactored, but assign no engineers to it.  Also, make sure it's set to produce 0 of the item.  Click OK, then go back and assign as many engineers as you want (preferably as many as possible).  This time, change the quantity to 1.  When the production is finished, you will have gotten one of the selected items--for free!  Doing this with tanks and then selling them works wonders on your finances.
 
 
 
Note: Although it may be tempting to create fleets of free Avengers like this, you must still have adequate hangers, severely limiting your options.  Still very useful, though!
 
<br>
 
<br>
 
''NKF Quick notes'':
 
* It doesn't matter if you assign engineers to a 0 item build project, because the engineers will be taken off the project anyway.
 
* In a similar but completely opposite vein, if you start a project with a certain number of items to build, the required cash for the first item (and perhaps materials) will instantly be taken from you. And if you cancel the project before the job is done, you will not be refunded. It's mainly a loss if you're low on resources, otherwise most players won't even notice the fact that the resources for the first item were never refunded. This doesn't happen if you start a 0 item build project, and then assign staff and a build amount later. This in effect makes the first item in the build list free.
 
 
 
== All Terror Missions During the Day ==
 
 
 
During the night, the aliens have a severe visability advantage over your soldiers.  I'm sure every X-Com player has fallen victim to a night-time terror mission at least once.  Those days are now over.  When a Terror Mission comes up, simply equip a Skyranger with all the manpower and firepower you'll need to defeat the aliens, and have it patrol just beside your base.  (Game) minutes before the hour changes (e.g. at 1:56), have the Skyranger target the Terror Site.  After the hour changes (e.g. at 2:03), have the Skyranger patrol in place again.  Repeat this before and after the hour changes until daylight.  You see, Terror Sites only disappear on the hour, and they won't disappear if they're targetted by a craft.  So if you make sure it's targeted as the hours change, you can stall for time until daylight!
 
 
 
Note: Or, you could just use Scott T Jones's wonderful tool known as Xcomutil.  Running the RunXcomW.exe program allows you to make all missions in the light of day, regardless of actual game time.  A lot easier to use Util. . .
 
 
 
== Grenades: Pass the Experience Trick ==
 
'''(Or who gets the experience when you "drop" a grenade)'''<BR>
 
<BR>
 
Some commanders may have noticed that a soldier that drops a primed grenade rather than throwing it will often not get credited for the damage or killed enemies. <br>
 
<br>
 
There is a very odd explanation for this. The game attaches an ownership to the grenades. It will rememeber who last threw the grenade so it can credit the right person with experience. Unfortunately, the game only assigns the ownership  to a grenade ''after'' it has been thrown, but not when it's dropped or picked up.<br>
 
<br>
 
So who gets the experience if its dropped? All X-COM owned grenades, at the very start of the mission, default to the very first soldier on the transport, or the very first armoured weapons platform if you have one. This means that if a grenade is dropped rather than thrown, all experience goes towards the very first soldier in the list, or the tank.<br>
 
<br>
 
Can we move the ownership around and pass the experience to soldiers of our choice? Definitely! Just have the person you want to get the experience throw the grenade, then get someone else to carry and drop it to where it can be useful. Just remember to not throw it again.<br>
 
<br>
 
The method of deployment for these grenades will be left as a practical exercise to the commander. Be creative, or be heartless - it's all up to you!<br>
 
<br>
 
The biggest advantage of this unusual pass-the-experience technique would be to provide training for frail soldiers that would prove to be more of a detriment in combat than out of it - yet another reason for commanders to not sieve troops based on poor combat statistics.
 
 
 
== Mind Control Madness ==
 
 
 
Whenever you mind control another unit, it automatically returns to the alien side at the end of the aliens' turn. This is true even if you mind control a [[Civilian]].
 
 
 
While saving civilians leads to higher scores, "removing" them from play in this way then killing them off as aliens removes the risk of a score penalty should they be fall into trouble.
 
 
 
[[Gaining permanent control of a Chryssalid/Tentaculat]]
 
 
 
==Exponential Mind Control==
 
''Any'' creature with psionic skill can use a psionic amplifier.  Therefore, you can take control of, say, an Ethereal and then toss it a psi-amp, use the alien inventory bug mentioned above, and have him pick it up.  You can then use the Ethereal's psionic talents to take over other aliens.  With the right application of psi-amp relay tosses and mind control, this can have an exponential effect.
 
 
 
An extreme case: I've used a squad of as little as three troopers (one mind controller, two psi-amp tossers) to take conquer a large scout's worth of aliens (on max difficulty) in one round. 
 
 
 
Of course, by the time you've got troopers with sufficient psionic talent to overcome psi-capable aliens, you probably don't need this trick. 
 
--[[User:Papa Legba|Papa Legba]] 23:47, 9 December 2005 (PST)
 
 
 
== Fire ==
 
===Just how does it work?===
 
NKF quick notes:
 
(I might be duplicating something here, but I'm just jotting these down quickly before I forget)
 
 
 
* Fire does two types of damage to units. Impact and damage over time.
 
** Damage Over time: Standing in fire or actually being on fire.
 
** Impact damage: The weirdest and most unusual damage of all.
 
*** Anyone standing in fire: Receives hit-point damage every time an incendiary shell explodes
 
*** Anyone standing in smoke: Same as above, but take stun damage instead of hit-point damage.
 
* Fire does a fixed amount of damage. The damage of an incendiary weapon only determines how large the spread of the fire will be. So an autocannon incendiary shell is just as powerful as an incendiary rocket -- the only difference is the blast area.
 
* Fire and Smoke use the same object table, and being limited, can get used up very quickly and attempts at producing more fire or smoke will not work. Incendiary impact damage will still work on any units in fire/smoke.
 
JFG adds: Please see my [[Incendiary]] topic
 
 
 
== The Numbers ==
 
More on this later.
 
 
 
 
 
'''Downright cheatin' - be warned!'''
 
 
 
 
 
== Helpless Tactical Mission ==
 
 
 
'''NB This doesn't work on the CE (Windows) version of UFO/TFTD - only the DOS version'''
 
 
 
The way this all works is based on the previous tactical in which you went really well and completed it. If the current tactical mission you are on does not go well, press CTRL-C. What has just happened is your current mission has ended with the results of the previous mission. That is, the score, items, corpses, Elerium, and stat increases are carried forward to this mission, from the last. Soldiers will get experience again even if they didn't come on this current mission and are back at base.
 
 
 
What is 'CTRL-C'?
 
<br>Xcom1 and Xcom2 are DOS games (disk operating system...not denial of service). A command used in DOS is "break" which is keyed in as CTRL-C. What this keypress does is halt the current process. Xcom1 & 2 have a failsafe to "crashing", by returning to the previous "good" process, which was a completed tactical mission.
 
 
 
How to Cheat?
 
<br>Setup:
 
<br>Do a tactical mission with a landed (not crashed) Battleship. Avoid using any weapons that consume ammo (including the tank) eg: use Laser Rifles instead. Make sure no soldiers die, or tanks. Don't use grenades, flares, etc. Try to do this mission in a 'bean counter' mindset. On the very last turn of the mission (you need to guess it) save your game in a new slot, and then don't overwrite it from here on. Now end the tactical mission normally and continue to play your game normally as well.
 
 
 
Using It:
 
<br>Later on when you do your next tactical mission and are able to move your guys off the craft, just press CRTL-C. The mission now ends with the results from the Battleship tactical mission.
 
 
 
Cautions:
 
<br>If you happen to complete a tactical mission by accident, or you abort the current mission, the results of this mission will be stored in the "MISSDAT" folder, overwriting automatically the previous tactical mission. To get your Battleship mission back, save the game '''RIGHT NOW''' in your usual spot (you should be back in geoscape view if you have just completed your mission). Load the Battleship mission, then end it. The mission results are now refreshed in the MISSDAT folder. Now load your game normally and keep playing. When you next play a tactical mission, just press CTRL-C.
 
 
 
Disclaimer:
 
<br>USE ONLY AT YOUR OWN RISK. Can corrupt data and such. UFOpedia.org, or myself are not responsible if this cheat blows up your computer or '''ANYTHING''' else.
 
 
 
[Amr40]-some how the game logged me doing this and after i had done it three time it sent a battleship to my base everytime I clicked on a time speed other than 5 sec's. Can i have confirmation that this happens to anyone else or is it just my version?
 
 
 
== Free Wages ==
 
 
 
At the end of the month, all your soldiers, scientists and engineers collect their pay checks. Unless, of course, they are in transit between bases, in which case they are unable to reach the guy holding their paychecks before he closes up shop.
 
 
 
That is to say, the game forgets to add them to your monthly expenses.
 
 
 
The trick here is to have labs and workshops in two bases, and just before each month ends, relocate your staff. They can start working as soon as they arrive, and you don't have to pay them - saving you anywhere up to several million dollars each month.
 
 
 
This trick does not appear to work with leased aircraft (Interceptor, SkyRanger). Whilst being transferred, the costs of these aircraft disappear from the Base Information - Monthly Costs screens. However, if the end of month occurs while the aircraft are being transferred, the lease costs are still deducted from the XCom funds.
 
 
 
== Fog of War Scouting ==
 
 
 
The 3D cursor shows the terrain inside it, regardless of whether you have explored the tile or not. While the obscure shapes shown don't mean much to novice players, veterans will soon recognise tiles, and then the map segments they are native to. For example, you can easily find a UFO by looking for the destinctive wall patterns, and the power supply in the center. Or, you could use this to bombard locations such as command centers, or places you know aliens spawn at the beginning of play, with early Blaster Bombs.
 
 
 
== Extra Ammo Collection ==
 
 
 
Any partly-used clips will be discarded at the end of combat.  However, in DOS versions of X-COM, partly-used clips (in X-COM or alien weapons) will be kept as full clips if they are unloaded from the weapon before the end of combat.  [[XcomUtil]] also has an option to let you bring back to base any partly-used clips in weapons.
 
 
 
== Dead Man Switches ==
 
 
 
Grenades will only detonate when they are on the ground and when their timer has counted down. Timers will continue to count down regardless of location, but if the grenade is not on the ground, it will not explode. This means that you can set all the grenades to a time of "0" at the beginning of play, or at an earlier turn, and throw them when it's tactically feasible.
 
 
 
This is a double-edged sword, however, because should a unit fall dead or unconcious the grenade will hit the ground and promptly take out anything in the near vicinity... which may (or may not) work to your advantage. This tactic encourages keeping your troops far apart. If you anticipate the soldier will have a very high chance of being killed, it may be wise to use the "pass the experience" trick as described earlier before handing the soldier an armed grenade.
 
 
 
Proximity mines can be defused by saving, quitting the game, restarting it then reloading the game. You can still drop on top of them with a flying suit, or by dropping from a hole in the roof in order to safely pick them up.
 
 
 
==My Pet Alien==
 
 
 
When in a situation where large terror units exist (ie Cyberdics, Reapers or Sectopods), there is a handly glitch that I noticed.  Mind Control the unit by taking over only one quadrant of the creature - use the time units to kill other aliens or scout the area.  Once they've run out, mind control another quadrant and do the same all over again.  This can be repeated until all four quadrants have been MC'd (or the unit goes crazy and shoots itself - whichever comes sooner!)
 
  
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[[Known_Bugs_(TFTD)#TFTD-Specific_Exploits|TFTD Exploits]]
  
 
[[Category: Oddities and bugs]]
 
[[Category: Oddities and bugs]]
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[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 03:49, 23 July 2013

WARNING: Some of the exploits found on the following pages (particularly those that involve editing game files) can corrupt your game installation or savegames. Make a copy of your entire XCOM directory beforehand to be safe.

X-COM Exploits

This page lists the exploits currently found within X-COM:Enemy Unknown and X-COM:Terror From The Deep.

The following categories primarily concern the first game in the series, Enemy Unknown, but can also be used with Terror From The Deep, unless noted.

Exploit: For Free

  • Underhandedly get out of paying wages, how to raid for items, and how to abuse the rules of combat.

Exploit: Mind Control

  • Methods on how to psychologically break your enemy for your own devious gains.

Exploit: Collision Detection

  • The mystical art of moving through solid objects.

Exploit: Geoscape Only

  • Break some rules of global proportions.

Exploit: Tactical Only

  • Break some rules of the battlefield.

Exploit: Modifying Game Files

  • Arguably not "Exploits" but "Lite Modding"


See Also

TFTD Exploits