home *** CD-ROM | disk | FTP | other *** search
- CCEdit -- a Command and Conquer Editor
- CCEdit Version 1.5 (revision 1), written by buggy@adam.com.au
-
-
- CCEdit allows you to edit the following:
- * weapon payloads for infantry, vehicles and some structures
- * infantry and vehicle costs
- * structure costs
- * power needed by the structures
- * power produced by the structures
- * structure and unit hit points
- * vehicle armour values
- * tech. levels for buildings, infantry and vehicles
- * which side gets to build various structures and units
- * the vision range of infantry and vehicles
- * the stealth capabilities of the vehicles
- * the number of times a vehicle fires its weapon
- * the speed of the vehicles (**)
- * whether vehicles and structures are invulnerable (**)
-
- This version of ccedit now works with the 1.18p patch.
-
- (**) these only work with Command and Conquer v1.18p
-
-
- READ THESE WARNINGS!
- --------------------
-
- **************************************************
- *********** THIS IS REALLY IMPORTANT *************
- **************************************************
-
- * This program makes changes to the file: game.dat. This file is
- required to play Command and Conquer. You may feel safer if you
- make a backup copy of this file (or be prepared to copy it off
- the cdrom if something goes wrong).
-
-
- * You use this program at your own risk. If anything happens as a
- result of you using this product, I am in no way accountable for
- any damaged caused.
-
- * I do not guarantee that this program works on your system. It
- works for me, that is all I can say.
-
- * If you use this program to cheat in multiplayer Command and
- Conquer, you are scum. You are also a genius. So far, having
- different values between the copies of Command and Conquer will
- cause synch errors. Westwood programmed it this way.
-
- * It should be backwardly compatible with the v1.07 and 1.08a version
- of Command and Conquer. However, I don't guarantee this.
-
- * In fact, I don't guarantee anything at all about this program. Use
- at your own risk.
-
- * This WILL NOT WORK with the German version of Command and Conquer.
- This will not be fixed as this is the last version of ccedit I am
- doing.
-
-
- Remember This
- -------------
- If you use ccedit to edit vehicle characterstics (such as stealth
- ability), then those changes will no affect the current vehicles if
- you are restoring a save game. Build new units to get the bonus.
-
-
- How to Start CCEdit
- -------------------
- Put ccedit.exe into the directory where Command and Conquer is
- installed.
- Then type: ccedit <return>
- to start the program.
- Read the rest of this file first, however.
-
- It Won't Work!
- --------------
- If you get the message that the file was an incorrect length and hence
- cannot use ccedit, then it means you have a different version than the
- one this editor was programmed on. Currently it supports the English
- language v1.07, v1.08a, and 1.18p versions of Command and Conquer.
-
- It will not work with the German (or French) version of Command and
- Conquer. I have no plans to ever fix this. Do not ask me about it as
- these type of messages will be immediately deleted.
-
- If you get the message about the file being of incorrect length, then
- you will NOT be able to use ccedit. As long as I support ccedit, I'll
- try and keep it up-to-date with any released patches (for the English
- language version). This is the last version of ccedit, so if a new
- patch comes out, tough luck.
-
- How to Navigate in CCEdit
- -------------------------
- At any time (except when you are being prompted to enter a new
- value), you can get help by pressing F1. This tells you of all
- the available commands for that screen.
-
- You use the up and down arrows on the keyboard to move up and down
- the lists. To select an item on a list, press the ENTER key. If you
- are on the main screen, this will take you to another list showing
- the available units/structures available for editing. If you are
- in one of the sub-menus, you will then be asked to enter a value.
- If you pressed enter by mistake, entering a negative number (-1 for
- example), will make no change. When changing weapons, to exit the
- list of available weapons without making any changes, press ESCAPE.
- To accept the highlighted weapon, press ENTER.
-
- Pressing the HOME key will take you to the top of any list. Pressing
- the END key will take you to the bottom of any list.
-
- Pressing the right arrow will take you to the next sub-menu (instead
- of using enter) if there is one. Pressing the right arrow will take
- you to the previous screen.
-
- To move from a sub-menus to the previous screen, press ESCAPE. If you
- have made some changes but have not saved them, you are asked
- whether you really want to exit. Type 'y' if you want to lose the
- changes (without the 's of course).
-
- To exit the program, you must be in the main screen. From there,
- press ESCAPE, and the program will terminate.
-
- On screens where you can toggle values (in the ownership and tech
- level screens), you use the SPACE bar to toggle the value.
-
- Resetting The Values
- --------------------
- In any of the sub-menus, you may reset the value of the currently
- selected item (which is pointed to by a arrows on the left) by
- pressing 'd'. This resets the value to what originally shipped with
- Command and Conquer. Note that you still have to save these changes
- just like any others.
-
- Please note that the 1.08a patch for C&C increased the hit points of
- the flamethrower infantry to 70. This is reflected in the default
- value when editing the patched version. The default for the 1.07
- version of C&C is still 50 hit points. The default price of the
- gun turret has increased to 600 with the 1.18p patch.
-
- Saving Your Work
- -----------------
- You can save your work (in the sub-menus) by pressing 's'. You will
- get a message on the bottom of the screen that they have been saved.
-
- Value Limitations
- -----------------
- The following minimum values apply:
- The minimum unit cost is 1.
- The minimum structure cost is 1.
- The minimum power needed is 0.
- The maximum power needed is 255.
- The minimum power produced is 0.
- The maximum power needed is 255.
- The minigunner has a maximum cost of 255.
- The maximum hit points for any 'light' unit is 127.
- The minimum hit point value for anything is 1.
- The maximum vision radius is 10.
- There are only 3 acceptable choices for ownership.
- There are only 5 levels of armour.
- Weapons fire either once or twice.
- Aircraft have a maximum payload of 127.
- The maximum hit points for a building is 16,383.
- The maximum speed of a vehicle is 127.
- The minimum speed of a vehicle is 1.
-
- What You Can't Edit
- -------------------
- You cannot edit the construction yard (power output or power
- requirements), although you can edit its invulnerability status.
-
- The only buildings which you can edit the weapons on are those that
- already have weapons (obelisk of light, guard tower, advanced guard
- tower, turret and sam site).
-
- You cannot edit the armour value of infantry (it had no effect when
- I tried it), or for the buildings.
-
- You cannot edit any of the civilian buildings or people (would you
- really like mad little civilians coming after you with flamethrowers?)
-
- You cannot edit the stealth or invulnerability aspects of infantry.
-
- You cannot edit the dinosaurs. Nor the viceroid (apart from the
- invulnerability aspect).
-
- Editing Weapon Payloads
- -----------------------
- There is a general problem with putting lasers on anything other than
- obelisks: when they fire, there is no graphic (the red line) to
- indicate that it was fired. Sound effects are still made, however and
- the opponent still takes damage from the hit.
-
- Not all the possible weapon payloads work. For example, putting
- a laser in a turret or gun tower didn't work for me. Putting a flame
- thrower into an orca didn't work either. However, putting a flamethrower
- onto the A-10 does work for some reason.
-
- Putting lasers into sam sites doesn't create incredible air defence
- as lasers can only hit ground units.
-
- Putting the napalm weapon on anything is pretty useless. This is because
- the napalm bomb drops straight down onto the same square that the
- firing unit is in. This unit takes no damage from the napalm, but the
- surrounding units do. Good only for suicide attacks as you have to get
- right next to another unit.
-
- There is only one entry for machine guns (for humm-vee, nod buggy and
- APC). There may be another variable (which I haven't found) that affects
- the type of machine gun (if there is a difference).
-
- I don't know what the difference between the two types of flamethrowers
- is. I think that the tank version may be more powerful. The chemical
- weapon is apparently one and a half times stronger than the infantry
- flamethrower.
-
- There are a number of high explosive rockets in the weapon list. I
- cannot see that much of a difference between them, but it is probably
- to do with range and the damage done.
-
- Editing Hit Points
- ------------------
- The group called 'light units' all have a maximum hit point value of
- 127. These units are: the orca, stealth tank, mobile artillery, rocket
- launcher (MLRS) and the infantry units.
-
- The other units can have as high a value as you like (up to about 32,000
- or so). For example, giving a medium tank 5000 hit points requires 125
- hits from a nod turret to kill it (I counted).
-
- It was found out that having a hit point value for buildings over 16,383
- caused that building never to complete building itself. It got stuck in
- the raising-from-the-ground graphics.
-
- Editing Armour Values
- ---------------------
- There are 5 available levels of armour (type 0 to type 4). These are
- the levels that are on the vehicles in the game (except for type 0).
- They each take different damage depending on what type of weapon is
- attacking them. Here is a brief table of some approximate results
- (which shows average damage per hit [these may be incorrect]):
- Turret Rocket Guard
- Cannon Infantry Tower
- Type 0 10 6.0 21.5
- Type 1 30 22.2 18.8
- Type 2 30 22.2 13.9
- Type 3 40 30.0 6.0
- Type 4 20 10.7 25.0
-
- Hopefully someone will take the time to work out a damage vs. armour
- type for all of the weapons.
-
- There might be a type 5 armour (I think there is), but I won't add it
- in until I'm sure.
-
- Editing Ownership (EXPERIMENTAL)
- ----------------------------------
- Something interesting to play around with. I think that this will be
- of most use in multiplayer games where you can set the tech level.
- You use this to set limits on who can build what: either it is strictly
- GDI or NOD only, or can be built be either (common).
-
- However, sometimes just setting the value doesn't allow you to build
- it straight away (I'm talking about single player mode when reloading
- an old save game). Sometimes you may have to sell off a runway/barracks
- etc and rebuild it for this to take effect.
-
- I haven't been able to let NOD build helipads or helicopters yet. I think
- there there must be another variable denoting whether it is a multiplayer
- only unit. However, I can give GDI the apache helicopters when they have
- helipads.
-
- You can now (since version 1.4) set it so that particular thing cannot
- be built at all. However, you may have to destroy-rebuilt such things
- as barracks and runways/weapon factories to get this to work if you use
- a savegame file.
-
- However, setting it thus does not stop the computer from rebuilding that
- structure after you have destroyed it (in single player mode).
-
- Vision Range
- ------------
- You can extend (or decrease) the scouting range of units (for example
- to make helicopters show the terrain they fly over).
-
- The value you enter is the radius of vision (remember, the radius is half
- the diameter), so you will actually reveal twice this amount.
-
- The maximum visibility range is 10.
-
- Editing Tech Levels (EXPERIMENTAL)
- ------------------------------------
- For multiplayer use only (it has no effect in single player mode that I
- can see), it allows you to edit the tech levels required for this unit/
- building to be available.
-
- I'm not sure this works, some investigation is required. If this works,
- please let me know.
-
- Use your brains when using this. Making chemical warriors available
- to tech level 4 but the temple at 7 is really pointless. Same with
- having helipads and helicopters at different levels (helipads must be
- at least the same tech level to get helicopters).
-
- The Stealthalizer(tm)
- ---------------------
- With the technology of the Stealthalizer(tm), stealth ability is now
- available to all of your vehicles. Usually only on a NOD stealth tank,
- the technology has been cloned and made available to both sides.
-
- Use the space bar to toggle whether that vehicle type has the
- Stealthalizer(tm) installed.
-
- Remember, they decloak when firing. And if you stealth your harvesters,
- your opponent's will also be stealthed.
-
- The Weapon Shop
- ---------------
- Not content with the firepower of your current vehicles? Well, double it!
- Now all your vehicles can fire twice - just like the flame tank and
- mammoth tank. Really chew up infantry by giving your guard towers twice
- the firepower they had before.
-
- Use the space bar to toggle how many times a unit fires (two is the
- maximum). Then save the choice and the mechanics will get to work.
-
- Editing the obelisk only seems to make it fire a little bit faster, not
- twice at once.
-
- Putting weapons on the harvester and MCV may not work quite correctly
- as they are normally without weapons, so they may not retaliate if
- attacked.
-
- This only affects the primary weapon of the mammoth tank.
-
- Aircraft Payloads
- -----------------
- Why does the orca have such a crappy payload? Well, boost it up. No more
- six missle limit for you - put so many missles onto the orca that you'll
- be lucky it gets off the ground.
-
- Well, maybe not quite that many. There is a 127 shot limit for the three
- aircraft types.
-
- Editing the A-10 payload is the most fun. Try putting 100 napalm bombs
- onto it - the path of destruction is longer than the map! Drunken A-10
- pilots with too many missles - they don't care which base they bomb :)
- Remember, A-10's make 3 passes over the target, so get ready for mass
- destruction.
-
- For some reason, the A-10's don't seem to have a weapon recharge rate -
- they fire just as fast as they can (so they can fire many Honest John's
- very quickly). (I found this variable, but its pretty useless)
-
- If you edit the aircraft payload on an orca or apache and reload a
- savegame where you already have some aircraft, these will have the original
- amount of ammunition. It takes a long while to reload the helicopters with
- large amounts of ammunition. New helicopters start out with the new amount
- of ammunition.
-
- Vehicle Speed
- -------------
- Naturally, the higher the number, the faster the vehicle. Setting it
- really high (100+) gets pretty ridiculous when running it at full
- speed.
-
- I did notice one problem with giving orcas (and presumably apache's)
- very high speeds (I think it was about 120). One of them kept refusing
- to land on its pad to rearm, even though there was one free. It did
- this constantly, which got annoying. It may have been a one off
- problem however.
-
-
- Any Problems
- ------------
- If you find any bugs in this program, please email me at
- buggy@adam.com.au and let me know. Thanks.
-
- Do NOT tell me that it doesn't work with the German version (or French
- version) - I already know this.
-
- The only reason you should have to emailing me about this program is
- to tell me of a bug in the game. Basically, I'll delete all the other
- emails about ccedit.
-
- When emailing abot a bug, make sure it is one. Make sure you have tried
- all possble ways to get it to work, have read this file completely
- and can tell me the necessary steps to create that bug.
-
- Updates
- -------
- Whenever I release a new version of this program, it will be available
- at http://adam.com.au/~buggy
-
- This is the last version unless there is a serious bug in it. There
- will be NO FURTHER RELEASES!
-
- So You Want This in Graphics???
- -------------------------------
- HAHAHAHAHAHAHAHAHAHAHA!
- Never! You don't want to pay for this editor, I don't want to do any
- graphics. Its as simple as that. Text is more than adequate.
-
- Thanks to
- ---------
- Thanks go to Westwood for producing the game in the first place.
- Massive thanks go to Roger Wong for his FAQ.
-
-
- Remember, try and finish Command and Conquer without cheats first. Using
- cheats may ruin your enjoyment of the game.
-
- Do not ask for source code as rejection often offends.
- I repeat: DO NOT ASK FOR THE SOURCE CODE!
- (sheesh - don't you people read this file?)
-
- I hope you find this of program of some use.
- Enjoy!
-
-
- Andrew Griffin (buggy@adam.com.au)
- http://adam.com.au/~buggy
-
- Distribution
- ------------
- If you distribute this program, you must include the files: ccedit.doc
- and history.txt.
-
-
-