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Talk:Utilities (Apocalypse): Difference between revisions

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EsTeR (talk | contribs)
m list wrong
EsTeR (talk | contribs)
...way to much info!, but anyways... OCD is tingling!
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=Placeholder=
__NOTOC__
Still looking proper links. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])
'''Placeholder'''<br>
Still looking proper links. [[User:EsTeR|EsTeR]]


==Midnight Editor==
=Midnight Editor: X-Com Apocalypse=
Filename: mexcomap.zip<br>
Filename: mexcomap.zip<br>
Filesize:147kB<br>
Filesize:147kB<br>
Author: Marcin Wichary<br>
Author: Marcin Wichary<br>
Version: 06.2a (internal v1.01)<br>
Version: 06.2a (internal v1.01)<br>
Download: <!-- '''seems to be non-existant on the web, original website 404, email doesn't exist''' -->
Download: <!-- seems to be non-existant on the web, original website 404, email doesn't exist -->


===Versions===
==Versions==
Two version were common, both named '''mexcomap.zip'''
Two version were common, both named '''mexcomap.zip'''
  1. version 0.6, internal version 0.92, ''exe'' dated 1997-08-04 (size: 228,768), zip size 130,305 bytes.
  1. version 0.6, internal version 0.92, ''exe'' dated 1997-08-04 (size: 228,768), zip size 130,305 bytes.
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this version allows more options, including changing the score and weeks-elapsed.
this version allows more options, including changing the score and weeks-elapsed.


===Notes===
==Notes==
It has been 25years since v0.6.
It has been 25years since v0.6.


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1. Alt-Tab to desktop.<br>
1. Alt-Tab to desktop.<br>
2. Copy over your savegame into ''My Documents''.<br>
2. Copy over your savegame into ''My Documents''.<br>
3. Run MEXCOMAP.EXE, find your savegame here, not in the game folder.
3. Run MEXCOMAP.EXE, find your savegame here, not in the game folder.<br>
3. Edit, then save. Ignore error messages, if any.<br>
4. Edit, then save. Ignore error messages, if any.<br>
4. Copy edited savegame back to over '''Savegame''' folder.<br>
5. Copy edited savegame back to over '''Savegame''' folder.<br>
5. Reload the save.<br>
6. Alt-Enter to maximise screen if it became a 640x480 window<br>
6. Check all your labs for unassigned personel.<br>
6. Reload the save.<br>
7. Check all your labs for unassigned personel.<br>


If '''mexcomap.exe''' is located somewhere other than ''My Documents'', the program may fail to open the selected savegame.
If '''mexcomap.exe''' is located somewhere other than ''My Documents'', the program may fail to open the selected savegame.


Other Windows versions may work similar (not tested) since a similar ''My Documents'' folder appears to be common.
Other Windows versions may work similar (not tested) since a similar ''My Documents'' folder appears to be common.
=Unofficial Manual=
'''Cautions'''
* Savegames edited by other programs which changes research time-to-complete requirements will confuse this savegame editor and reset '''all''' projects to unresearched!
* Ammunition quantitys will be calculated from default original values.
'''Explainations'''
* Update Save Time = forces the weeks elapsed to this number, based on [[Tech_Levels_(Apocalypse)|Tech Level]]. This will match UFO types to the week in which they normally appear, as[[UFO_Incursions_(Apocalypse)|listed here]] and (re)set the equipment level of building security and base invaders.
==Errors==
'''General Tab'''
* ''Finish'' construction of facilities may crash the game.
* ''Dig More Corridors'' may visually corrupt a Base Defence mission.<br>
'''Facilities Tab'''
* Changing the build-days-needed to something shorter when the same type is under construction within your base may crash the game.<br>
'''Stores Tab'''
* Ammuntion quantity per magazine/clip is calculated using original values.
:eg: a unedited Law Pistol Clip = 16rounds. Different editor earlier changed this 24rounds. To give your stores 100 clips of this 24round ammo:
{(New Clip Capacity &divide; Original Clip Capacity) &times; Stores New Quantity} = Stores Clip-Quantity Number
using the numbers above:
{(24 &divide; 16) &times; 100} = 150
To get 100 clips of 24round Law Pistol ammo, you must enter 150 into the ''Quantity'' box.<br>
<br>
'''Research Tab'''
* ''Finished'' tick-box if 'ticked' may not allow continued research into further topics. To remove the error, untick box then set slider to 99% for any or all projects you want to finish quickly (even if they don't appear yet).<br>
'''Score Tab'''
* ''Damage To City'' should not be set to a positive number. The game gets confused and you may lose all funding.
more later [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])

Revision as of 21:43, 17 July 2022

Placeholder
Still looking proper links. EsTeR

Midnight Editor: X-Com Apocalypse

Filename: mexcomap.zip
Filesize:147kB
Author: Marcin Wichary
Version: 06.2a (internal v1.01)
Download:

Versions

Two version were common, both named mexcomap.zip

1. version 0.6, internal version 0.92, exe dated 1997-08-04 (size: 228,768), zip size 130,305 bytes.

which has basic functionality but appears more stable than


2. version 0.62a, internal version 1.01, exe dated 1997-09-09  (size: 382,976), zip size 152,454 bytes.

this version allows more options, including changing the score and weeks-elapsed.

Notes

It has been 25years since v0.6.

Your operating system may not like either of these files. Try these:
WinXP-SP3
Extract to Documents and Settings\Administrator\My Documents.
1. Alt-Tab to desktop.
2. Copy over your savegame into My Documents.
3. Run MEXCOMAP.EXE, find your savegame here, not in the game folder.
4. Edit, then save. Ignore error messages, if any.
5. Copy edited savegame back to over Savegame folder.
6. Alt-Enter to maximise screen if it became a 640x480 window
6. Reload the save.
7. Check all your labs for unassigned personel.

If mexcomap.exe is located somewhere other than My Documents, the program may fail to open the selected savegame.

Other Windows versions may work similar (not tested) since a similar My Documents folder appears to be common.

Unofficial Manual

Cautions

  • Savegames edited by other programs which changes research time-to-complete requirements will confuse this savegame editor and reset all projects to unresearched!
  • Ammunition quantitys will be calculated from default original values.

Explainations

  • Update Save Time = forces the weeks elapsed to this number, based on Tech Level. This will match UFO types to the week in which they normally appear, aslisted here and (re)set the equipment level of building security and base invaders.

Errors

General Tab

  • Finish construction of facilities may crash the game.
  • Dig More Corridors may visually corrupt a Base Defence mission.

Facilities Tab

  • Changing the build-days-needed to something shorter when the same type is under construction within your base may crash the game.

Stores Tab

  • Ammuntion quantity per magazine/clip is calculated using original values.
eg: a unedited Law Pistol Clip = 16rounds. Different editor earlier changed this 24rounds. To give your stores 100 clips of this 24round ammo:
{(New Clip Capacity ÷ Original Clip Capacity) × Stores New Quantity} = Stores Clip-Quantity Number

using the numbers above:

{(24 ÷ 16) × 100} = 150

To get 100 clips of 24round Law Pistol ammo, you must enter 150 into the Quantity box.

Research Tab

  • Finished tick-box if 'ticked' may not allow continued research into further topics. To remove the error, untick box then set slider to 99% for any or all projects you want to finish quickly (even if they don't appear yet).

Score Tab

  • Damage To City should not be set to a positive number. The game gets confused and you may lose all funding.

more later EsTeR (talk)