Lemmings 3 - The Tribes
Enter the Lemmings directory and edit the file
LEMMINGS.INI. Now go to the bottom of the file
and enter the line CHEAT=1. Start the game and
choose the OPTIONS menu to enable the cheat codes. Sound Test
-------------------
At the main menu, click on the hole in
the botton left corner (on the tree.) Word Bubbles
-----------------------
At the main menu (map, load, play, etc.),
click on the dot above the 'i' in "Lemmings."
This causes the lemmings to show word bubbles
when they speak.
Skate 3
30 Seconds
Sims3 - diesel black jeans
Vatn Squid
Also see ...
MechWarrior 4: Vengeance
t. This usually works in one or two hits. Inner Sphere or Clan?: When it comes to selecting your ideal mech, keep this one thing in mind: Clan is better than Inner Sphere. Ton for ton, component for component, any Clan item outclasses its Inner Sphere equivalent. In the course of the single player game, you start in a Clan mech, and if you play your cards right, you'll have enough Clan mechs and parts to last you throughout the entire game. Building your mechs: Here are a couple quick tips that will increase the survivability and durability of any mech you choose: 1. Forget jump jets.Unless you're an expert, using jump jets has always been a nightmare in any MechWarrior game. Light mechs move too fast and stay in the air too long, and heavy mechs just can't stay up very long. If you get rid of them, you free up a good chunk of tonnage. 2. If you have to have any Chassis components, go with the AMS or LAMS systems. These help foil missile hits, and when fighting heavier mechs, this is invaluable. The Beagle probe only helps missile-heavy mechs, so only use it for Catapults and the like. 3. Keep your heat efficiency in the green zone, but just barely. In general, if you know how to manage alpha strike fire versus single fire, you can lose more heat than you make, ensuring a nearly constant fire rate. Too many heat sinks waste space. 4. Armor only as much as necessary. If your particular weapons loadout can be stuffed into just the torsos or the arms, you don't need armor in the empty areas. They don't particularly affect your vital areas, and you won't lose any weapons, plus you free up space for more ammmo or heat sinks. 5. Learn to love the PPCs, Flamers, and LBXAC20s. Although a good variety of weapons is necessary for any mech, these three weapons are particularly versatile. The PPC f ries electronics and does amazing damage. It's a great assault weapon and a critical one for many missions. The Flamer does a good amount of short range damage, but also creates a lot of waste heat in the target mech, forcing some opponents to shut down. And the AC20 is the king of damage for in close fighting. If your mech can mount one or two of these characters, and you're going into a tight situation, this is an ace in the hole. Learn to love this weapon. Hints: Get a good joystick with a twist function. It's no surprise that Microsoft's SideWinder family of sticks fits the bill perfectly. Though you can play with the keyboard, you'll be at an instant disadvantage to someone who has a twisty stick. Go for the legs. Yes, they're harder to hit, but they're less armored than the main body. Plus, if you can shoot the legs out from under a mech, odds are you'll be able to salvage the chassis at the end of the mission. Be aware of the environment when you outfit your mechs. Avoid weapons that generate too much heat when you're battling in the desert, or else you'll find yourself shutting down after every other shot to cool down. Learn the Circle of Death maneuver, or die. If you stand still in this game, you'll get hammered. Be careful, though. Sometimes you can circle around an opponent too far so that you're in range of his guns. Always try to stay behind a mech; it can't shoot you from there.
t. This usually works in one or two hits. Inner Sphere or Clan?: When it comes to selecting your ideal mech, keep this one thing in mind: Clan is better than Inner Sphere. Ton for ton, component for component, any Clan item outclasses its Inner Sphere equivalent. In the course of the single player game, you start in a Clan mech, and if you play your cards right, you'll have enough Clan mechs and parts to last you throughout the entire game. Building your mechs: Here are a couple quick tips that will increase the survivability and durability of any mech you choose: 1. Forget jump jets.Unless you're an expert, using jump jets has always been a nightmare in any MechWarrior game. Light mechs move too fast and stay in the air too long, and heavy mechs just can't stay up very long. If you get rid of them, you free up a good chunk of tonnage. 2. If you have to have any Chassis components, go with the AMS or LAMS systems. These help foil missile hits, and when fighting heavier mechs, this is invaluable. The Beagle probe only helps missile-heavy mechs, so only use it for Catapults and the like. 3. Keep your heat efficiency in the green zone, but just barely. In general, if you know how to manage alpha strike fire versus single fire, you can lose more heat than you make, ensuring a nearly constant fire rate. Too many heat sinks waste space. 4. Armor only as much as necessary. If your particular weapons loadout can be stuffed into just the torsos or the arms, you don't need armor in the empty areas. They don't particularly affect your vital areas, and you won't lose any weapons, plus you free up space for more ammmo or heat sinks. 5. Learn to love the PPCs, Flamers, and LBXAC20s. Although a good variety of weapons is necessary for any mech, these three weapons are particularly versatile. The PPC f ries electronics and does amazing damage. It's a great assault weapon and a critical one for many missions. The Flamer does a good amount of short range damage, but also creates a lot of waste heat in the target mech, forcing some opponents to shut down. And the AC20 is the king of damage for in close fighting. If your mech can mount one or two of these characters, and you're going into a tight situation, this is an ace in the hole. Learn to love this weapon. Hints: Get a good joystick with a twist function. It's no surprise that Microsoft's SideWinder family of sticks fits the bill perfectly. Though you can play with the keyboard, you'll be at an instant disadvantage to someone who has a twisty stick. Go for the legs. Yes, they're harder to hit, but they're less armored than the main body. Plus, if you can shoot the legs out from under a mech, odds are you'll be able to salvage the chassis at the end of the mission. Be aware of the environment when you outfit your mechs. Avoid weapons that generate too much heat when you're battling in the desert, or else you'll find yourself shutting down after every other shot to cool down. Learn the Circle of Death maneuver, or die. If you stand still in this game, you'll get hammered. Be careful, though. Sometimes you can circle around an opponent too far so that you're in range of his guns. Always try to stay behind a mech; it can't shoot you from there.
Command and Conquer: Renegade
Sends chat message to all clients (host only) - message Toggle framerate display - fps View game in progress info in console window - game_info End current game (host only) - gameover Kick and ban a user from the game (WOL server only) - kick Set max net update think rate (times per second) - net_update_rate View player info in console window - player_info End game and quit to Desktop (dedicated server only) - quit Shutdown slave server (dedicated master server only) - quit_slave slavename Quit to desktop and restart process (dedicated server only) - restart Toggle half pixel bias in screen text - screen_uv_bias Set total bandwidth budget out - set_bw_budget_out Endless time in Skirmish mode If You are getting tired of getting only 25 minutes of playtime in the skirmish mode (multiplay practice) Simply open the "svrcfg_skirmish.ini" file under westwoodRenegadeData directory. Not only can you change gametime (0 = endless), but you can also change the amount of money you start with.. Buggy Rush from Berserker Since the Nod Buggies are only 300 credits, a couple guys can buy some and take a passenger with them. The most effictive combinations would be 2 Engineers, A Technician and an Engineer, 2 Technicians, or a Technician and someone to cover them. Since GDI's Advanced Gaurd Tower doesn't destroy the Buggies extremely fast they can usually get to a building and drop off their passengers to make short work of any building. Change Map List You can also put a maplist into the svrcfg_skirmish.ini, but it will still play the original map first. Here's an example of what the map list will look like: MapName00=C&C_Canyon.mix MapName01=C&C_Hourglass.mix MapName02=C&C_Mesa.mix MapName03=C&C_Volcano.mix Then, after you finish the first round on C&C_Under, it will load Canyon. There will be no AI on the other maps, but at least you can run around, explore, and get an idea for rush tactics. You can see all the multimaps in the appropriate directory, just have the .mix filename as the map name. If you need a template, just make a dedicated (or non-dedicated, I suppose) server configuration and save the config. It will be an INI file that you named for it when you saved it. It will look exactly the same, and you can see how it manages the maplist and other variables. Dealing With Mutants: When you come up against those tiberium mutated monsters, use either a laser-based weapon or the flame thrower - shooting them with tiberium guns like the chem sprayer only heals them. Better Hum-Vees and Dune Buggies: To augment the destructive ability of any vehicle, try becoming a Technician or Hotwire and rig your ride with proximity mines! Burning Chem-Warriors: NOD Chem-Warriors are highly vulnerable to fire. Flame on! Too bad the GDI can't get flamethrowers in multiplay...
Sends chat message to all clients (host only) - message Toggle framerate display - fps View game in progress info in console window - game_info End current game (host only) - gameover Kick and ban a user from the game (WOL server only) - kick Set max net update think rate (times per second) - net_update_rate View player info in console window - player_info End game and quit to Desktop (dedicated server only) - quit Shutdown slave server (dedicated master server only) - quit_slave slavename Quit to desktop and restart process (dedicated server only) - restart Toggle half pixel bias in screen text - screen_uv_bias Set total bandwidth budget out - set_bw_budget_out Endless time in Skirmish mode If You are getting tired of getting only 25 minutes of playtime in the skirmish mode (multiplay practice) Simply open the "svrcfg_skirmish.ini" file under westwoodRenegadeData directory. Not only can you change gametime (0 = endless), but you can also change the amount of money you start with.. Buggy Rush from Berserker Since the Nod Buggies are only 300 credits, a couple guys can buy some and take a passenger with them. The most effictive combinations would be 2 Engineers, A Technician and an Engineer, 2 Technicians, or a Technician and someone to cover them. Since GDI's Advanced Gaurd Tower doesn't destroy the Buggies extremely fast they can usually get to a building and drop off their passengers to make short work of any building. Change Map List You can also put a maplist into the svrcfg_skirmish.ini, but it will still play the original map first. Here's an example of what the map list will look like: MapName00=C&C_Canyon.mix MapName01=C&C_Hourglass.mix MapName02=C&C_Mesa.mix MapName03=C&C_Volcano.mix Then, after you finish the first round on C&C_Under, it will load Canyon. There will be no AI on the other maps, but at least you can run around, explore, and get an idea for rush tactics. You can see all the multimaps in the appropriate directory, just have the .mix filename as the map name. If you need a template, just make a dedicated (or non-dedicated, I suppose) server configuration and save the config. It will be an INI file that you named for it when you saved it. It will look exactly the same, and you can see how it manages the maplist and other variables. Dealing With Mutants: When you come up against those tiberium mutated monsters, use either a laser-based weapon or the flame thrower - shooting them with tiberium guns like the chem sprayer only heals them. Better Hum-Vees and Dune Buggies: To augment the destructive ability of any vehicle, try becoming a Technician or Hotwire and rig your ride with proximity mines! Burning Chem-Warriors: NOD Chem-Warriors are highly vulnerable to fire. Flame on! Too bad the GDI can't get flamethrowers in multiplay...
Command and Conquer: Red Alert
the title screen. Destroy your teammates: To kill your allies/teammates, hold [Ctrl] and select a soldier or vehicle that is on your side. Unlock everything: When starting a skirmish game, build everything you can see on the right-side menu. You will be able to build new things. Keep doing this until everything is unlocked. But make sure you build an Ore Refinery first, so you can get money easily. Destroying enemy ore trucks: The Allied mine layer may be the best weapon against enemy ore trucks. First, determine where the enemy ore trucks are passing. They usually stick to the sides of trees, shores and ridges. Bring your mine layers to the proper location and lay a lot of mines onto the exact path of the truck. Get out once the mines have been laid. Be careful not to let the mine layers get claimed by enemy forces. Throw grenades anywhere: Use the following trick to allow grenadiers to throw grenades across the entire map. Press [Ctrl] to force them to throw a grenade on the nearby ground. When the grenadiers reach back to throw, click on a target anywhere and the grenades will land at that location. The grenadiers must be selected the entire time. Note: Stop the grenadiers after they begin to walk towards the target. Ore truck defense If infantry are attacking your ore truck, simply use the ore truck to crush them. Mine Layer defense: When fighting on a island and enemy transports keep landing, get your Mine Layers and set them just on the beach as far to the water as possible. The transports will be stuck there, and will not be able to open. Note: If the mines blocking them explode, they will release their contents. Making cruisers accurate: Cruisers will miss when firing at something in the distance. Hold [Ctrl] and click to force them to fire on the ground and a little above the target. Cruisers without protection: Cruisers can fire at water-vehicles by force firing on the target. However, it will not do as much damage as if normal target was attacked. Create ants: Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Make a map using Red Alert Map Editor, Save the map and exit the editor. Use a text editor to edit the map file in the game folder. Search for the following lines: [Basic] NewINIFormat=3 (this may be a different value in your game) Name=River of Gold (this may be a different value in your game) Copy the following entries below those lines. [General] ;Warior Ant [ANT1] Name=Nin10dolord's Warior Image=ANT1 Name=Warrior Ant Prerequisite=weap Primary=Mandible Strength=125 Armor=heavy TechLevel=1 Owner=allies,soviets Sight=3 Speed=6 Cost=700 Points=40 ROT=8 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 ;Fireant [ANT2] Image=ANT2 Primary=FireballLauncher Name=Fire Ant Prerequisite=weap Strength=75 Armor=heavy TechLevel=1 Owner=allies,soviets Sight=3 Speed=8 Cost=700 Points=40 ROT=6 Tracked=yes Crewed=no NoMovingFire=yes [ANT3] Image=ANT3 Name=Scout Ant Prerequisite=weap Primary=DepthCharge Strength=85 Armor=light TechLevel=1 Owner=allies,soviets Sight=3 Speed=7 Cost=700 Points=40 ROT=9 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 Spying: Although you may think your spy is safe if no dogs are present, tanks are still dangerous. They will not shoot at your spy, but will instead try to crush him. Throw grenades anywhere: Use the following trick to allow grenadiers to throw grenades across the entire map. Press [Ctrl] to force them to throw a grenade on the nearby ground. When the grenadiers reach back to throw, click on a target anywhere and the grenades will land at that location. The grenadiers must be selected the entire time. Note: Stop the grenadiers after they begin to walk towards the target. Ore truck defense: If infantry are attacking your ore truck, simply use the ore truck to crush them. Spying: Although you may think your spy is safe if no dogs are present, tanks are still dangerous. They will not shoot at your spy, but will instead try to crush him. Saving units: If you are under attack by enemies that are coming by bridge, transport, APC, or Chinook, destroy them quickly to cut them off. Fire anywhere: Using Tanya, (like grenadiers) it is possible to fire anywhere on the map. Ask Tanya to force fire somewhere then just as she is about to fire another round, aim for an enemy. It is very tricky but it is easier to do if the game speed is set to slow. Easy kill with Chronoshpere: Chronoshift a rifleman at the farthest place where the enemy can reach. Many of their units should go to attack that rifleman. Let them kill the rifleman. The enemy's units should stay where the rifleman was located. Send a team of eight to ten Apaches over to attack the Power Plants. Repeat this process as needed
the title screen. Destroy your teammates: To kill your allies/teammates, hold [Ctrl] and select a soldier or vehicle that is on your side. Unlock everything: When starting a skirmish game, build everything you can see on the right-side menu. You will be able to build new things. Keep doing this until everything is unlocked. But make sure you build an Ore Refinery first, so you can get money easily. Destroying enemy ore trucks: The Allied mine layer may be the best weapon against enemy ore trucks. First, determine where the enemy ore trucks are passing. They usually stick to the sides of trees, shores and ridges. Bring your mine layers to the proper location and lay a lot of mines onto the exact path of the truck. Get out once the mines have been laid. Be careful not to let the mine layers get claimed by enemy forces. Throw grenades anywhere: Use the following trick to allow grenadiers to throw grenades across the entire map. Press [Ctrl] to force them to throw a grenade on the nearby ground. When the grenadiers reach back to throw, click on a target anywhere and the grenades will land at that location. The grenadiers must be selected the entire time. Note: Stop the grenadiers after they begin to walk towards the target. Ore truck defense If infantry are attacking your ore truck, simply use the ore truck to crush them. Mine Layer defense: When fighting on a island and enemy transports keep landing, get your Mine Layers and set them just on the beach as far to the water as possible. The transports will be stuck there, and will not be able to open. Note: If the mines blocking them explode, they will release their contents. Making cruisers accurate: Cruisers will miss when firing at something in the distance. Hold [Ctrl] and click to force them to fire on the ground and a little above the target. Cruisers without protection: Cruisers can fire at water-vehicles by force firing on the target. However, it will not do as much damage as if normal target was attacked. Create ants: Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Make a map using Red Alert Map Editor, Save the map and exit the editor. Use a text editor to edit the map file in the game folder. Search for the following lines: [Basic] NewINIFormat=3 (this may be a different value in your game) Name=River of Gold (this may be a different value in your game) Copy the following entries below those lines. [General] ;Warior Ant [ANT1] Name=Nin10dolord's Warior Image=ANT1 Name=Warrior Ant Prerequisite=weap Primary=Mandible Strength=125 Armor=heavy TechLevel=1 Owner=allies,soviets Sight=3 Speed=6 Cost=700 Points=40 ROT=8 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 ;Fireant [ANT2] Image=ANT2 Primary=FireballLauncher Name=Fire Ant Prerequisite=weap Strength=75 Armor=heavy TechLevel=1 Owner=allies,soviets Sight=3 Speed=8 Cost=700 Points=40 ROT=6 Tracked=yes Crewed=no NoMovingFire=yes [ANT3] Image=ANT3 Name=Scout Ant Prerequisite=weap Primary=DepthCharge Strength=85 Armor=light TechLevel=1 Owner=allies,soviets Sight=3 Speed=7 Cost=700 Points=40 ROT=9 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 Spying: Although you may think your spy is safe if no dogs are present, tanks are still dangerous. They will not shoot at your spy, but will instead try to crush him. Throw grenades anywhere: Use the following trick to allow grenadiers to throw grenades across the entire map. Press [Ctrl] to force them to throw a grenade on the nearby ground. When the grenadiers reach back to throw, click on a target anywhere and the grenades will land at that location. The grenadiers must be selected the entire time. Note: Stop the grenadiers after they begin to walk towards the target. Ore truck defense: If infantry are attacking your ore truck, simply use the ore truck to crush them. Spying: Although you may think your spy is safe if no dogs are present, tanks are still dangerous. They will not shoot at your spy, but will instead try to crush him. Saving units: If you are under attack by enemies that are coming by bridge, transport, APC, or Chinook, destroy them quickly to cut them off. Fire anywhere: Using Tanya, (like grenadiers) it is possible to fire anywhere on the map. Ask Tanya to force fire somewhere then just as she is about to fire another round, aim for an enemy. It is very tricky but it is easier to do if the game speed is set to slow. Easy kill with Chronoshpere: Chronoshift a rifleman at the farthest place where the enemy can reach. Many of their units should go to attack that rifleman. Let them kill the rifleman. The enemy's units should stay where the rifleman was located. Send a team of eight to ten Apaches over to attack the Power Plants. Repeat this process as needed
