Sims, The
Lots Of Money
Enter !;!;!;!;!; all the way across the cheat box then delete one of the ! and put 1 in. Hold enter and your money will go up very fast.
[send by:Jake Baker]
While playing, press [CTRL] + [SHIFT] + [ALT] + C, then type the following codes:
#import - Read in behavior tuning constants from Tuning.txt
#export - Write out behavior tuning constants to Tuning.txt
auto_reset - Toggle automatic object reset feature
all_menus - Toggle display of unavailable interactions in person control menus
allow_inuse - Sets whether menu items appear for in use object s
assert - Force an assert for testing
autonomy (1-100) - Set free thinking level
auto_level - Architecture tools automatically set the level as needed
browser_failsafe - Prevent web browser crashes
bubble_tweak (z offset value) - Set z offset for thought bubbles
crash - Crash game
core_dump - Dump entire memory to core_dump_[date:time].txt
cam_mode - Toggle camera mode
cht (filename) - Execute "file.cht" file as a list of cheats
(directory path) - Sets the neighborhood directory to the path
draw_all_frames off - Draw all animation frames disabled
draw_all_frames on - Draw all animation frames enabled
draw_origins - Draw colored dots at each person`s origin
draw_floorable off - Floorable grid disabled
draw_floorable on - Floorable grid enabled
draw_routes on - Selected person`s path displayed
draw_routes off - Selected person`s path hidden
dump_happy - Dump selected person`s most recent list of scored
interactions to a file dump_mc - Dump selected person`s motive contribution curve to a file
debug_social - Enable debug flag to show outcome choice dialogs for social interactions
edit_grass (number) - Set grass change value
edit_char - Create-a-character mode
fam_test (opcount) - Run series of random operations on unhoused families
files shrink_text (font_size) (text) - Create shrunk_text_#.bmp
flush - Completely flush app to VM file when running Windows NT
grow_grass (0-150) - Set grass growth
history - Save family history file hist_add - Add new family history stat
to the current family
house (house number) - Automatically load indicated house, no questions asked
html - Toggle web page creation
interests - display personality and interests
import (FAM file) - Automatically import and load indicated FAM file
klapaucius - 1000 Simoleons (unpatched game version)
log_mask - Set event logging mask
log_animations - Log animations in the event log window
lot_size (number) - Set lot size
map_edit off-Map editor disabled
map_edit on - Map editor enabled
music - Toggle music
memview - Show memory view window in debug builds of the game
move_ object s on - Move any object
obj_comp - Toggle object compression in save file
porntipsguzzardo - Say "porntipsguzzardo"
plugh - Say "plugh"
prepare_lot - Check and fix required lot object s
preview_anims off - Preview animations disabled
preview_anims on - Preview animations enabled
quats - Toggle quaternion transformations
quit - Quit game
rosebud - 1000 Simoleons (patched game version)
rebuild_cp - Rebuilds entire control panel/UCP from scratch
refresh_faces - Refresh the BMP_ resources for all people whose IFF files are writable
refresh_textures - Rematch dependent textures and regenerate bitmaps for all user characters
restore_tut - Restore tutorial
rotation (0-3) - Rotate camera
route_balloons off - Routing debug balloons disabled
route_balloons on - Routing debug balloons enabled
reload_people-Total reload of people skeletons, animations, suits and skins
report_assets - Toggle assets report
save - Save currently loaded house
set_hour (1-24) - Set time of day (unpatched game version)
sim_limit (milliseconds) - Set maximum milliseconds to allow simulator
sim_speed (-1000 - 1000) - Set sim speed
sim_log end - End sim logging
sim_log begin - Start sim logging
sim_speed (-1000-1000) - Set game speed
sim_peek - Toggle calls to PeekMessage within sim loop
soundevent - Trigger sound event
sound_log - Toggle sound log window
sound - Toggle sounds
swap_houses (house number) (house number) - Swap the two house files and updates families
sweep off - Ticks disabled
sweep on - Ticks enabled
tile_info - Programmer stats
tutorial off - No tutorial object generation when tutorial house is loaded
tile_info on - Tile information displayed
tile_info off - Tile information hidden
visitor_control - Toggle allowing visitors to be controlled using the keyboard
write_destlist - Appends the route destination list to AllRoutes.txt every time a route is found
write_routes - Write out an RTE file every time a route is found
water_tool - Create moat or streams
xyzzy - Say "xyzzy"
Building a Castle in the Clouds
Large second - floor extensions to a house, or even an entire house in the air, can be built totally unsupported by the following method. First, lay out a complete ground layer of pillars. You`ll need lots to form a surface to build on. Next build your second-floor home on top of these pillars. It`s important that you do ALL the structural work at this point; get all the walls placed and floors put in. Don`t forget the stairs! Next, simply switch to the ground floor, and delete all the pillars. The house will remain standing, completely unsupported by anything except thin air! Voila! A castle in the clouds for your Sims!
Fast Money:
Bring up cheat mode and enter the "klapaucius" code. The bring up cheat mode again and enter "!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!;!:!;!" (you can add up to 60 total).
Garbage Bag of Holding
In the early stages of The Sims life time is often wasted emptying the trash and bringing it to the curb. I found that if you fill the cheap 30 simolian trash barrel you can order your sim to empty it and just as they remove the bag cancel the order. Then order them to pick up the mess that they just made and they will return the full bag to an empty barrel, which will now be empty. Do this every time it fills and trash need never be brought outside to the curb again. This saves a lot of time.
Paying the Bills
Simply keep a bill, unpaid, until the mail carrier delivers the next set. When your flag is up (your mailbox being full of-- what else, more bills), pay the first one (i.e., bring it out to the mailbox.) When you do this, the newer bills disappear. Using this cheat, you will only have to pay every other bill, instead of every one.
Raise Sims Mood Bars
When using the move_object cheat you can restore your Sims mood bars by getting your Sim to sit in a chair, pausing the game and deleting the chair that your Sim is in. Your Sim will disappear. Unpause the game and click on your Sims face icon and your Sim will reappear with some restored bars.
Don`t Pay Bills:
If you don`t want to pay the bills all you have to do is go to `Buy mode` and then pick up the bills. Then move them to a place where they cannot be put down like a chair and then press `Escape`. the Bills will disappear and won`t need paying.
FIFA 10
The Dark Cave: Adventure of Princess Marian IV
Typing of the Dead
Mario Game: Team N
Also see ...
Brothers in Arms: Earned in Blood
ook for the "[Engine.Console]" heading and change the "ConsoleKey=0" line to "ConsoleKey=192". Then, press ~ during game play to display the console window. Enter one of the following codes to activate the corresponding cheat function. Also, there is no confirmation that a code has been entered correctly: god - God mode fly - Flight mode walk - Disable flight and no clipping mode allweapons - All weapons ghost - No clipping Mode allammo - Extra ammunition invisible - Togle invisibility killall - Kils everything loaded - Get all items unloaded - Remove all items loadspmap - Select map oldmovie - Old movie mode summon - Spawn indicated item blindai - Toggle blind AI deafai - Toggle deaf AI blindenemies - Toggle blind enemies deafenemies - Toggle deaf enemies supersquad - God mode for squad lightperiod - Unknown lightcone - Unknown getfirstmission - Unknown pawnanimextra - Unknown soundocclusion - Unknown smiteevil - Unknown avatar - Unknown Note: You must reset the cheats every time you play (i.e., retype everything with the exception of the line "bCheatsEnabled=True").You must move it under "[Engine.Console]" and must re-enter "ConsoleKey=192" in order for the console and the cheats to work properly in the game. Cheat mode (alternate) Enter "2ndsquad" as your profile name to unlock all levels, old movie, infinite ammo and supersquad. Full team health Die four times after a save point and you will be asked if you want to heal your squad.
ook for the "[Engine.Console]" heading and change the "ConsoleKey=0" line to "ConsoleKey=192". Then, press ~ during game play to display the console window. Enter one of the following codes to activate the corresponding cheat function. Also, there is no confirmation that a code has been entered correctly: god - God mode fly - Flight mode walk - Disable flight and no clipping mode allweapons - All weapons ghost - No clipping Mode allammo - Extra ammunition invisible - Togle invisibility killall - Kils everything loaded - Get all items unloaded - Remove all items loadspmap - Select map oldmovie - Old movie mode summon - Spawn indicated item blindai - Toggle blind AI deafai - Toggle deaf AI blindenemies - Toggle blind enemies deafenemies - Toggle deaf enemies supersquad - God mode for squad lightperiod - Unknown lightcone - Unknown getfirstmission - Unknown pawnanimextra - Unknown soundocclusion - Unknown smiteevil - Unknown avatar - Unknown Note: You must reset the cheats every time you play (i.e., retype everything with the exception of the line "bCheatsEnabled=True").You must move it under "[Engine.Console]" and must re-enter "ConsoleKey=192" in order for the console and the cheats to work properly in the game. Cheat mode (alternate) Enter "2ndsquad" as your profile name to unlock all levels, old movie, infinite ammo and supersquad. Full team health Die four times after a save point and you will be asked if you want to heal your squad.
7th Legion
depend.dat", "build.dat", "vdepend.dat" and "gametext.txt". These files control much of the way the game is played, and by editing them you can "bend the rules" so to speak. Some of this is a little technical, but not too bad. Just an idea for all you I-gotta-make-a-perfect-addon-all-the-time-and-I-know-how-to-do-it-too people: mission.ini is ideal for "mission packs", because all information is right there... Just figure out what maps are what, fiddle with start positions a bit, and the briefing text is right there... You can even change the goals/etc., perfect editor's material. Anyway, here is everything you never wanted to know about the data files... -=- Section 1: The MISSION.INI file -=- I'll describe each line in order here... [GMission 1] the mission number (goes from 1,2,3, etc. - duh!) Map=0 the map (corresponds to mapo.000, mapo.001, etc.) Difficulty=2 the difficulty, basically how hard it is to kill them and them to kill you (0-10) Terrain=0 block set (i.e. tiles), 0=desert, 1=winter, 2=grassland StartCash=150000 how much cash everyone starts with AIXtraCash=2000 computer gets this much extra in the beginning AICheatCount=5 instantly build a couple tanks, etc., for defense Brief1=Destroy them! Pulverize them! Brief2=Turn them into floating pieces Brief3=of scrap metal! Brief4=But don't let it happen to you... the description of the mission that shows up (I modified this a bit:)) HowToWin=3 ;0=credits, 1=destroyv, 2=destroyb, [3]=destroyvb how you win... 0=getting credits, 1=destroying vehicles, 2=destroying bases, 3=destroying everything, 4=repairing (??) StartX1=84 StartY1=74 StartX2=84 StartY2=74 StartX3=84 StartY3=74 StartX4=84 StartY4=74 4 start locations, randomly picks one - in most single player missions they are all the same NumAIs=2 number of computer players, or bases, from 1-3 TechLevel=1 ;power,mine,ref,barr - inf,mgun technology level, from 0-9. 0=power plants & barracks, 6=have everything to robot hangar & first 3 robots, 9=mines, super lasers, build all robots, everything, other numbers in between PVStart=0000000000000004000000000000000000000000001 see below PAStart=0000000000000000000000000000000000000000000 see below ------------ PVStart specs -------------- This is what most people seem to be interested in... Hmm... Okay, both PAStart and PVStart are the same, these are the specs... There are 43 "bits" in the string, each with the number of each vehicle to start out with. 0=none, 1=one, etc.--- duh. I hope it's obvious you can't have more than 9 of each unit :). I've listed what bit it is, shown what it would look like if you had just one of those units, and to the right what the name is and what type of vehicle it is. "Bit 1" (1000000000000000000000000000000000000000000) - Ore Carrier "Bit 2" (0100000000000000000000000000000000000000000) - Ore Truck "Bit 3" (0010000000000000000000000000000000000000000) - Crusader (7th tank) "Bit 4" (0001000000000000000000000000000000000000000) - Oppressor (Chosen tank) "Bit 5" (0000100000000000000000000000000000000000000) - Crucifier (7th tank) "Bit 6" (0000010000000000000000000000000000000000000) - APC (7th tank) "Bit 7" (0000001000000000000000000000000000000000000) - Faith Hammer (7th tank) "Bit 8" (0000000100000000000000000000000000000000000) - Crucifier (7th tank) "Bit 9" (0000000010000000000000000000000000000000000) - Annihilator (Chosen tank) "Bit 10" (0000000001000000000000000000000000000000000) - Purifier (7th tank) "Bit 11" (0000000000100000000000000000000000000000000) - blows up?? "Bit 12" (0000000000010000000000000000000000000000000) - blows up?? "Bit 13" (0000000000001000000000000000000000000000000) - blows up?? "Bit 14" (0000000000000100000000000000000000000000000) - blows up?? "Bit 15" (0000000000000010000000000000000000000000000) - Machine Gunner (7th unit) * "Bit 16" (0000000000000001000000000000000000000000000) - Machine Gunner (7th unit) * "Bit 17" (0000000000000000100000000000000000000000000) - Mortar Unit (7th unit) "Bit 18" (0000000000000000010000000000000000000000000) - Priest (7th unit) "Bit 19" (0000000000000000001000000000000000000000000) - Medic (7th unit) "Bit 20" (0000000000000000000100000000000000000000000) - Slaven Rider (7th unit) "Bit 21" (0000000000000000000010000000000000000000000) - Marine (7th unit) ** "Bit 22" (0000000000000000000001000000000000000000000) - Commander (7th unit) "Bit 23" (0000000000000000000000100000000000000000000) - Air Transport (air unit) "Bit 24" (0000000000000000000000010000000000000000000) - Sparrow (air unit) "Bit 25" (0000000000000000000000001000000000000000000) - Eagle (air unit) "Bit 26" (0000000000000000000000000100000000000000000) - Hovercraft (air unit) "Bit 27" (0000000000000000000000000010000000000000000) - blows up?? "Bit 28" (0000000000000000000000000001000000000000000) - blows up?? "Bit 29" (0000000000000000000000000000100000000000000) - blows up?? "Bit 30" (0000000000000000000000000000010000000000000) - blows up?? "Bit 31" (0000000000000000000000000000001000000000000) - blows up?? "Bit 32" (0000000000000000000000000000000100000000000) - blows up?? "Bit 33" (0000000000000000000000000000000010000000000) - blows up?? "Bit 34" (0000000000000000000000000000000001000000000) - Inquisitor (7th mech) *** "Bit 35" (0000000000000000000000000000000000100000000) - Revelator (7th mech) "Bit 36" (0000000000000000000000000000000000010000000) - Light Mech (7th mech) *** "Bit 37" (0000000000000000000000000000000000001000000) - Nova (7th mech) "Bit 38" (0000000000000000000000000000000000000100000) - Pyroclast (Chosen mech) $ "Bit 39" (0000000000000000000000000000000000000010000) - Redeemer (7th mech) "Bit 40" (0000000000000000000000000000000000000001000) - blows up?? "Bit 41" (0000000000000000000000000000000000000000100) - blows up?? "Bit 42" (0000000000000000000000000000000000000000010) - blows up?? "Bit 43" (0000000000000000000000000000000000000000001) - Base (aka Mobile Construction Vehicle) ------------ Comments on start units ------------- [*] Both machine gunners are called "Machine Gunner" and look exactly alike, but the second one has 3x much health or whatever. [**] Maybe it's a bug, but the Marine is COMPLETELY INVISIBLE. Right-click on some unit just standing there to see where he is, then mark him so you'll be able to tell where he is. Maybe good for sneaking up on enemies? [***] Both these mechs look exactly the same, I think the light mech has less armor/power. [$] The Pyroclast seems to crash the game when used to attack a base, but is fine when attacking units. Another bug? Oh, and the Pyroclast looks very similar to the Spider. One annoyance is that many of the units seem to "blow up" immediately when the game starts. Perhaps they have a dependence on something else? Or maybe I should buy the registered version :). Another problem is that I can't move most of the air units... I can only move Air Carrier, and it won't do anything anyway. Oh well. If you have any info on some of the ones I can't figure out (because I can't get a look at them :)) please e-mail me (at bottom of file). -------------- How to use the PVStart chart ----------------- All right... Let's use the first mission as a guide. Here's the original version: PVStart=0000000000000040000000000000000000000000001 If we look at our chart, we see this is: "Bit 15" (0000000000000040000000000000000000000000000) - Machine Gunner + "Bit 43" (0000000000000000000000000000000000000000001) - Base Or, 4 machine gunners and 1 base. Let's spice things up. How about 4 Novas (gotta love those rapid-fire missiles), 3 Faith Hammers (best tanks around in my opinion) and 2 Pyroclasts (for good measure). And let's throw in 8 Slaven Riders. Add up the bit fields: "Bit 7" (0000003000000000000000000000000000000000000) - Faith Hammer "Bit 20" (0000000000000000000800000000000000000000000) - Slaven Rider "Bit 37" (0000000000000000000000000000000000004000000) - Nova "Bit 38" (0000000000000000000000000000000000000200000) - Pyroclast "Bit 43" (0000000000000000000000000000000000000000001) - Base so PVStart=0000003000000000000800000000000000004200001 Don't forget that base, you won't last long without it :). --------- MMission ----------- You can also edit the MMission parts, which are the multiplayer missions, but I would not recommend it. Not having played online I don't know exactly how this works, but my guess is that if you edit these and join a game where it is still in original form, things will not go well with you... If you are the server, it may or may not work... Like I said, I don't know how 7th Legion deals with this. ---------- BMission ----------- Don't forget BMission! This is EXACTLY the same as GMission, except GMission=7th Legion missions and BMission=Chosen missions. Got it? G=Good, B=Bad :-). -=- Section 2: DEPEND.DAT -=- This gets a little more complex, or at least cryptic... But not to hard to figure out once you get used to it... Just read the first line: bt_base=bt_power Means: "To build a power plant, you need a base" Look a little lower where it says: bt_power=bt_mine,bt_refinery,bt_barracks,bt_wall Means: "To build a mine, refinery, barracks, or wall, you need a power plant" What use is this file? Well, if you want (or need :)) to get some of these things sooner, try changing the first line to: bt_base=bt_power,bt_robot Now you can build a robot hangar without spending 11500 credits to build a barracks & vehicle factory! Here is a list of the names and their equivalents: bt_base - duh bt_power - Power Plant bt_mine - Mine (duh again) bt_refinery - Refinery bt_barracks - Barracks bt_wall - Wall bt_radar - Radar thingy bt_tank - Vehicle Factory bt_gun - Defense Gun bt_hospital - Hospital bt_randd - High Tech Lab (I assume randd = research & development) bt_repair - Repair Bay bt_robot - Robot Hangar bt_bmine - Big Mine :) bt_supergun - um... "Super Gun" (laser gun) bt_naval - Naval thingy bt_air - Air thingy bt_power2 - More power plant bt_advcomms - Advanced Communications bt_chem - Chemical plant bt_silo - Silo bt_shield - Shield thingy bt_pad - Pad thingy NOTE: Unfortunately I don't have the registered version yet, so maybe someone could fill me in as to what some of the names are... I'm just guessing on those last few... -=- Section 3: BUILD.DAT & VDEPEND.DAT-=- Now this is REALLY interesting... Take a look at the 5th line: bt_robot=vt_mech1,vt_mech1c,vt_lmech,vt_mmech,vt_spmech,vt_amech Hmmm... So you need a Robot Hangar to make these mechs, eh? Well, let's try adding something.. After the second line, stick this in: bt_barracks=vt_mech1,vt_mech1c,vt_lmech,vt_mmech,vt_spmech,vt_amech Now, we SHOULD be able to build some robots with barracks... Let's try... <few minutes later> DANG IT! IT DOESN'T WORK! Well, I'll tell you why. It's in the VDEPEND.DAT file. Let's take a look at line 5: bt_robot=vt_mech1,vt_mech1c,vt_lmech,vt_mmech,vt_spmech,vt_amech What the heck?!? It looks like just like BUILD.DAT! Well, I'll tell you what's going on. You see, just like DEPEND lists dependencies on structures, VDEPEND lists dependecies on units (or "vehicles", hence the V). So, BUILD tells us we can build a robot with a barracks, but NOT UNTIL we have built a robot hangar... So, let's try something... Add the line we made earlier bt_barracks=vt_mech1,vt_mech1c,vt_lmech,vt_mmech,vt_spmech,vt_amech into the VDEPEND.DAT file. YES! It works! The moral of this story is, always make changes in BOTH vdepend.dat & build.dat. Another (easier) way is to change every line in VDEPEND.DAT by changing whatever is on the left (bt_robot in our example) to bt_base. That way the only restrictions are in BUILD.BAT. You'll also notice you can build a whole lot more with a barracks than you thought... :). You can get the list of bt_ things from above, but I'm not sure about the vt_ items... Some of them are obvious (vt_medic), others you can guess (vt_bazooka might be mortar guy?), but others are completely arbitrary (vt_mech1c?!?). I suppose just copy whole lines, it doesn't matter much, just experiment. Do some of the work yourself :). -=- Section 4: GAMETEXT.TXT -=- This is not really useful, but it's funny... This file has all the text messages used in the game, including the menus... If you have a file called JIVTEXT.TXT, copy it over GAMETEXT.TXT (after making a copy, of course). Now all of the menus and text should be "Jive talk" - Try it out :). Aside: All you C programmers out there should recognize the text as printf() format, this would be an easy way to crash the game (changing a %s to %d). Not that it doesn't crash enough already... :-<
depend.dat", "build.dat", "vdepend.dat" and "gametext.txt". These files control much of the way the game is played, and by editing them you can "bend the rules" so to speak. Some of this is a little technical, but not too bad. Just an idea for all you I-gotta-make-a-perfect-addon-all-the-time-and-I-know-how-to-do-it-too people: mission.ini is ideal for "mission packs", because all information is right there... Just figure out what maps are what, fiddle with start positions a bit, and the briefing text is right there... You can even change the goals/etc., perfect editor's material. Anyway, here is everything you never wanted to know about the data files... -=- Section 1: The MISSION.INI file -=- I'll describe each line in order here... [GMission 1] the mission number (goes from 1,2,3, etc. - duh!) Map=0 the map (corresponds to mapo.000, mapo.001, etc.) Difficulty=2 the difficulty, basically how hard it is to kill them and them to kill you (0-10) Terrain=0 block set (i.e. tiles), 0=desert, 1=winter, 2=grassland StartCash=150000 how much cash everyone starts with AIXtraCash=2000 computer gets this much extra in the beginning AICheatCount=5 instantly build a couple tanks, etc., for defense Brief1=Destroy them! Pulverize them! Brief2=Turn them into floating pieces Brief3=of scrap metal! Brief4=But don't let it happen to you... the description of the mission that shows up (I modified this a bit:)) HowToWin=3 ;0=credits, 1=destroyv, 2=destroyb, [3]=destroyvb how you win... 0=getting credits, 1=destroying vehicles, 2=destroying bases, 3=destroying everything, 4=repairing (??) StartX1=84 StartY1=74 StartX2=84 StartY2=74 StartX3=84 StartY3=74 StartX4=84 StartY4=74 4 start locations, randomly picks one - in most single player missions they are all the same NumAIs=2 number of computer players, or bases, from 1-3 TechLevel=1 ;power,mine,ref,barr - inf,mgun technology level, from 0-9. 0=power plants & barracks, 6=have everything to robot hangar & first 3 robots, 9=mines, super lasers, build all robots, everything, other numbers in between PVStart=0000000000000004000000000000000000000000001 see below PAStart=0000000000000000000000000000000000000000000 see below ------------ PVStart specs -------------- This is what most people seem to be interested in... Hmm... Okay, both PAStart and PVStart are the same, these are the specs... There are 43 "bits" in the string, each with the number of each vehicle to start out with. 0=none, 1=one, etc.--- duh. I hope it's obvious you can't have more than 9 of each unit :). I've listed what bit it is, shown what it would look like if you had just one of those units, and to the right what the name is and what type of vehicle it is. "Bit 1" (1000000000000000000000000000000000000000000) - Ore Carrier "Bit 2" (0100000000000000000000000000000000000000000) - Ore Truck "Bit 3" (0010000000000000000000000000000000000000000) - Crusader (7th tank) "Bit 4" (0001000000000000000000000000000000000000000) - Oppressor (Chosen tank) "Bit 5" (0000100000000000000000000000000000000000000) - Crucifier (7th tank) "Bit 6" (0000010000000000000000000000000000000000000) - APC (7th tank) "Bit 7" (0000001000000000000000000000000000000000000) - Faith Hammer (7th tank) "Bit 8" (0000000100000000000000000000000000000000000) - Crucifier (7th tank) "Bit 9" (0000000010000000000000000000000000000000000) - Annihilator (Chosen tank) "Bit 10" (0000000001000000000000000000000000000000000) - Purifier (7th tank) "Bit 11" (0000000000100000000000000000000000000000000) - blows up?? "Bit 12" (0000000000010000000000000000000000000000000) - blows up?? "Bit 13" (0000000000001000000000000000000000000000000) - blows up?? "Bit 14" (0000000000000100000000000000000000000000000) - blows up?? "Bit 15" (0000000000000010000000000000000000000000000) - Machine Gunner (7th unit) * "Bit 16" (0000000000000001000000000000000000000000000) - Machine Gunner (7th unit) * "Bit 17" (0000000000000000100000000000000000000000000) - Mortar Unit (7th unit) "Bit 18" (0000000000000000010000000000000000000000000) - Priest (7th unit) "Bit 19" (0000000000000000001000000000000000000000000) - Medic (7th unit) "Bit 20" (0000000000000000000100000000000000000000000) - Slaven Rider (7th unit) "Bit 21" (0000000000000000000010000000000000000000000) - Marine (7th unit) ** "Bit 22" (0000000000000000000001000000000000000000000) - Commander (7th unit) "Bit 23" (0000000000000000000000100000000000000000000) - Air Transport (air unit) "Bit 24" (0000000000000000000000010000000000000000000) - Sparrow (air unit) "Bit 25" (0000000000000000000000001000000000000000000) - Eagle (air unit) "Bit 26" (0000000000000000000000000100000000000000000) - Hovercraft (air unit) "Bit 27" (0000000000000000000000000010000000000000000) - blows up?? "Bit 28" (0000000000000000000000000001000000000000000) - blows up?? "Bit 29" (0000000000000000000000000000100000000000000) - blows up?? "Bit 30" (0000000000000000000000000000010000000000000) - blows up?? "Bit 31" (0000000000000000000000000000001000000000000) - blows up?? "Bit 32" (0000000000000000000000000000000100000000000) - blows up?? "Bit 33" (0000000000000000000000000000000010000000000) - blows up?? "Bit 34" (0000000000000000000000000000000001000000000) - Inquisitor (7th mech) *** "Bit 35" (0000000000000000000000000000000000100000000) - Revelator (7th mech) "Bit 36" (0000000000000000000000000000000000010000000) - Light Mech (7th mech) *** "Bit 37" (0000000000000000000000000000000000001000000) - Nova (7th mech) "Bit 38" (0000000000000000000000000000000000000100000) - Pyroclast (Chosen mech) $ "Bit 39" (0000000000000000000000000000000000000010000) - Redeemer (7th mech) "Bit 40" (0000000000000000000000000000000000000001000) - blows up?? "Bit 41" (0000000000000000000000000000000000000000100) - blows up?? "Bit 42" (0000000000000000000000000000000000000000010) - blows up?? "Bit 43" (0000000000000000000000000000000000000000001) - Base (aka Mobile Construction Vehicle) ------------ Comments on start units ------------- [*] Both machine gunners are called "Machine Gunner" and look exactly alike, but the second one has 3x much health or whatever. [**] Maybe it's a bug, but the Marine is COMPLETELY INVISIBLE. Right-click on some unit just standing there to see where he is, then mark him so you'll be able to tell where he is. Maybe good for sneaking up on enemies? [***] Both these mechs look exactly the same, I think the light mech has less armor/power. [$] The Pyroclast seems to crash the game when used to attack a base, but is fine when attacking units. Another bug? Oh, and the Pyroclast looks very similar to the Spider. One annoyance is that many of the units seem to "blow up" immediately when the game starts. Perhaps they have a dependence on something else? Or maybe I should buy the registered version :). Another problem is that I can't move most of the air units... I can only move Air Carrier, and it won't do anything anyway. Oh well. If you have any info on some of the ones I can't figure out (because I can't get a look at them :)) please e-mail me (at bottom of file). -------------- How to use the PVStart chart ----------------- All right... Let's use the first mission as a guide. Here's the original version: PVStart=0000000000000040000000000000000000000000001 If we look at our chart, we see this is: "Bit 15" (0000000000000040000000000000000000000000000) - Machine Gunner + "Bit 43" (0000000000000000000000000000000000000000001) - Base Or, 4 machine gunners and 1 base. Let's spice things up. How about 4 Novas (gotta love those rapid-fire missiles), 3 Faith Hammers (best tanks around in my opinion) and 2 Pyroclasts (for good measure). And let's throw in 8 Slaven Riders. Add up the bit fields: "Bit 7" (0000003000000000000000000000000000000000000) - Faith Hammer "Bit 20" (0000000000000000000800000000000000000000000) - Slaven Rider "Bit 37" (0000000000000000000000000000000000004000000) - Nova "Bit 38" (0000000000000000000000000000000000000200000) - Pyroclast "Bit 43" (0000000000000000000000000000000000000000001) - Base so PVStart=0000003000000000000800000000000000004200001 Don't forget that base, you won't last long without it :). --------- MMission ----------- You can also edit the MMission parts, which are the multiplayer missions, but I would not recommend it. Not having played online I don't know exactly how this works, but my guess is that if you edit these and join a game where it is still in original form, things will not go well with you... If you are the server, it may or may not work... Like I said, I don't know how 7th Legion deals with this. ---------- BMission ----------- Don't forget BMission! This is EXACTLY the same as GMission, except GMission=7th Legion missions and BMission=Chosen missions. Got it? G=Good, B=Bad :-). -=- Section 2: DEPEND.DAT -=- This gets a little more complex, or at least cryptic... But not to hard to figure out once you get used to it... Just read the first line: bt_base=bt_power Means: "To build a power plant, you need a base" Look a little lower where it says: bt_power=bt_mine,bt_refinery,bt_barracks,bt_wall Means: "To build a mine, refinery, barracks, or wall, you need a power plant" What use is this file? Well, if you want (or need :)) to get some of these things sooner, try changing the first line to: bt_base=bt_power,bt_robot Now you can build a robot hangar without spending 11500 credits to build a barracks & vehicle factory! Here is a list of the names and their equivalents: bt_base - duh bt_power - Power Plant bt_mine - Mine (duh again) bt_refinery - Refinery bt_barracks - Barracks bt_wall - Wall bt_radar - Radar thingy bt_tank - Vehicle Factory bt_gun - Defense Gun bt_hospital - Hospital bt_randd - High Tech Lab (I assume randd = research & development) bt_repair - Repair Bay bt_robot - Robot Hangar bt_bmine - Big Mine :) bt_supergun - um... "Super Gun" (laser gun) bt_naval - Naval thingy bt_air - Air thingy bt_power2 - More power plant bt_advcomms - Advanced Communications bt_chem - Chemical plant bt_silo - Silo bt_shield - Shield thingy bt_pad - Pad thingy NOTE: Unfortunately I don't have the registered version yet, so maybe someone could fill me in as to what some of the names are... I'm just guessing on those last few... -=- Section 3: BUILD.DAT & VDEPEND.DAT-=- Now this is REALLY interesting... Take a look at the 5th line: bt_robot=vt_mech1,vt_mech1c,vt_lmech,vt_mmech,vt_spmech,vt_amech Hmmm... So you need a Robot Hangar to make these mechs, eh? Well, let's try adding something.. After the second line, stick this in: bt_barracks=vt_mech1,vt_mech1c,vt_lmech,vt_mmech,vt_spmech,vt_amech Now, we SHOULD be able to build some robots with barracks... Let's try... <few minutes later> DANG IT! IT DOESN'T WORK! Well, I'll tell you why. It's in the VDEPEND.DAT file. Let's take a look at line 5: bt_robot=vt_mech1,vt_mech1c,vt_lmech,vt_mmech,vt_spmech,vt_amech What the heck?!? It looks like just like BUILD.DAT! Well, I'll tell you what's going on. You see, just like DEPEND lists dependencies on structures, VDEPEND lists dependecies on units (or "vehicles", hence the V). So, BUILD tells us we can build a robot with a barracks, but NOT UNTIL we have built a robot hangar... So, let's try something... Add the line we made earlier bt_barracks=vt_mech1,vt_mech1c,vt_lmech,vt_mmech,vt_spmech,vt_amech into the VDEPEND.DAT file. YES! It works! The moral of this story is, always make changes in BOTH vdepend.dat & build.dat. Another (easier) way is to change every line in VDEPEND.DAT by changing whatever is on the left (bt_robot in our example) to bt_base. That way the only restrictions are in BUILD.BAT. You'll also notice you can build a whole lot more with a barracks than you thought... :). You can get the list of bt_ things from above, but I'm not sure about the vt_ items... Some of them are obvious (vt_medic), others you can guess (vt_bazooka might be mortar guy?), but others are completely arbitrary (vt_mech1c?!?). I suppose just copy whole lines, it doesn't matter much, just experiment. Do some of the work yourself :). -=- Section 4: GAMETEXT.TXT -=- This is not really useful, but it's funny... This file has all the text messages used in the game, including the menus... If you have a file called JIVTEXT.TXT, copy it over GAMETEXT.TXT (after making a copy, of course). Now all of the menus and text should be "Jive talk" - Try it out :). Aside: All you C programmers out there should recognize the text as printf() format, this would be an easy way to crash the game (changing a %s to %d). Not that it doesn't crash enough already... :-<
