Spellforce III a.k.a Spellforce 3

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BoehserOnkel
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Re: Spellforce III a.k.a Spellforce 3

Post by BoehserOnkel »

caellach wrote:
Wed Dec 13, 2017 9:44 pm
hmm, i would try and download that.. but i'm a tad paranoid about sites i dont know about.

Also, i cant get the engine to activate its scripts with the latest update.
its hostet at fileupload
the site here shorten links so its not to see^^

theres also a other nice table -search the forum

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Csimbi
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Re: Spellforce III a.k.a Spellforce 3

Post by Csimbi »

Update #3 posted.

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gentlemen143
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Re: Spellforce III a.k.a Spellforce 3

Post by gentlemen143 »

Iosiff wrote:
Wed Dec 13, 2017 1:01 pm
D41V30N wrote:
Wed Dec 13, 2017 11:57 am
Is there any way to code in Map Reveal? Like increase Sight to infinite or something. At least Spellforce 1 had the map reveal cheat that you could use after finishing the scenario to check every nook and cranny of the map for loot without having to walk to all corners of the map.
You can edit items stats. There is penalty -50% to sight with helmets, you can do +999999% to sight. I am good with +50%. Enough for me.

path - SpellForce 3\bin_win32\configs\conditions_creatures and file Item_conditions.txt.
Hi, did you try other config files? like starting resources for skirmish mode coz i tried to modify the starting resources in gameplay.txt but it doesnt work for me.

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gentlemen143
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Re: Spellforce III a.k.a Spellforce 3

Post by gentlemen143 »

Csimbi wrote:
Thu Dec 14, 2017 12:49 pm
Update #3 posted.
CIMBI, have you tried the instant construction, instant unit build, instant research and upgrade for player?

RECI table has instant construction, but hopefully got chances on the others instant.

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Csimbi
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Re: Spellforce III a.k.a Spellforce 3

Post by Csimbi »

No, I have not. I don't care for it to be honest.

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gentlemen143
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Re: Spellforce III a.k.a Spellforce 3

Post by gentlemen143 »

Csimbi wrote:
Thu Dec 14, 2017 6:09 pm
No, I have not. I don't care for it to be honest.
Big WHY Cimbi, anyway take your time.

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Csimbi
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Re: Spellforce III a.k.a Spellforce 3

Post by Csimbi »

I did not feel that there was a need for it. I barely build any units :D
Anyway, I just finished the game.
I might come back and play it again after all the patching is done.
Update #3 still works with 1.13 that just came out.

hengunl25
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Re: Spellforce III a.k.a Spellforce 3

Post by hengunl25 »

gentlemen143 wrote:
Thu Dec 14, 2017 4:10 pm
Iosiff wrote:
Wed Dec 13, 2017 1:01 pm
D41V30N wrote:
Wed Dec 13, 2017 11:57 am
Is there any way to code in Map Reveal? Like increase Sight to infinite or something. At least Spellforce 1 had the map reveal cheat that you could use after finishing the scenario to check every nook and cranny of the map for loot without having to walk to all corners of the map.
You can edit items stats. There is penalty -50% to sight with helmets, you can do +999999% to sight. I am good with +50%. Enough for me.

path - SpellForce 3\bin_win32\configs\conditions_creatures and file Item_conditions.txt.
Hi, did you try other config files? like starting resources for skirmish mode coz i tried to modify the starting resources in gameplay.txt but it doesnt work for me.
how to edit the txt file? im using notepad++ but not work

Smerson
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Re: Spellforce III a.k.a Spellforce 3

Post by Smerson »

Thank you for the table really like it. Is there a way you can add an option to attribute points? I leveled up and I have unused attribute points that I cannot upgrade any longer. Therefore constantly have a notification on top of the characters.

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gentlemen143
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Re: Spellforce III a.k.a Spellforce 3

Post by gentlemen143 »

hengunl25 wrote:
Fri Dec 15, 2017 9:18 am
gentlemen143 wrote:
Thu Dec 14, 2017 4:10 pm
Iosiff wrote:
Wed Dec 13, 2017 1:01 pm


You can edit items stats. There is penalty -50% to sight with helmets, you can do +999999% to sight. I am good with +50%. Enough for me.

path - SpellForce 3\bin_win32\configs\conditions_creatures and file Item_conditions.txt.
Hi, did you try other config files? like starting resources for skirmish mode coz i tried to modify the starting resources in gameplay.txt but it doesnt work for me.
how to edit the txt file? im using notepad++ but not work
\SpellForce 3\bin_win32\configs

gameplay.txt , i tried to modify the value of InitialAbilityPoints to 22 and it worked in skirmish. , but still figuring out how to set start resources.


// common settings for the rpg part (skirmish) of the game
RPGSkirmish
{
// component used in experience formula
ExperienceCalculationComponentBase -5
// component used in experience formula
ExperienceCalculationComponentExponent 1.0
// component used in experience formula
ExperienceCalculationComponentMultiplier 35
// maximum level
MaxLevel 15
// initial attribute points
InitialAttributePoints 0
// attribute points per cycle
AttributePointsPerCycle 1
// attribute point cycle start
AttributePointCycleStart 50
// attribute point cycle duration
AttributePointCycleDuration 2
// initial ability points
InitialAbilityPoints 22
// ability points per cycle
AbilityPointsPerCycle 1
// ability point cycle start
AbilityPointCycleStart 1
// ability point cycle duration
AbilityPointCycleDuration 2
// require all prerequisite abilities for unlock
RequireAllPrerequisiteAbilities false
// component used in revival charge formula
RevivalChargeCalculationComponentBase 7200
// component used in revival charge formula
RevivalChargeCalculationComponentExponent 0
// component used in revival charge formula
RevivalChargeCalculationComponentMultiplier 0
// maximum revival charges
MaxRevivalCharges 0
// maximum number of heroes allowed per tech level
MaxHeroesAllowed 10 10 10
10 20 20
10 20 30
20 30 40

// the maximum distance a hero may be from a killed enemy and still receive XP for the kill
ExperienceRange 200

// how close the player needs to get to auto lootable items to collect them
AutoLootRange 60

// whether to refresh hero resources on level up
RefreshHeroResourcesOnLevelUp false

HealthPotionId 2018
FocusPotionId 2019
}

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gentlemen143
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Re: Spellforce III a.k.a Spellforce 3

Post by gentlemen143 »

Best Cimbi, any new update? please give some noise.

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Vee_
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Re: Spellforce III a.k.a Spellforce 3

Post by Vee_ »

gentlemen143 wrote:
Sun Dec 17, 2017 5:11 pm
Best Cimbi, any new update? please give some noise.
Last time i play, with patch v1.14 3DM the table is still working.

Cevlack
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Re: Spellforce III a.k.a Spellforce 3

Post by Cevlack »

Hello, im running this table on 1.13 GoG and for some reason the min stats for constitution don't work properly. Meaning if i have more than 10 constitution lets say 19 C = to 1227 HP the first hit my char takes drops him down to the regular 10 cons HP as in lets say 827/1227 even thought the displayed damage says something like 7 or 9. Could someone look into it cos other wise the table works fine?

PS: I figured it out having all unit controls disabled except ability points for some reason acts like a god mod of sort i take damage but don't die... :lol:

Zolfried
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Re: Spellforce III a.k.a Spellforce 3

Post by Zolfried »

Anyone know how to edit the values for quest rewards or some scripted events in the campaign? im trying to either increase the rewards you get for slaying the dragon, increasing item values in your current inventory, or lowering the cost of items down to 1 in the speach options... as the dragon gear you can buy is from dialogue and not from your regular shopping menu, i assume theres something special that triggers the last suggestion.

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aslevjal
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Re: Spellforce III a.k.a Spellforce 3

Post by aslevjal »

Smerson wrote:
Fri Dec 15, 2017 1:29 pm
Thank you for the table really like it. Is there a way you can add an option to attribute points? I leveled up and I have unused attribute points that I cannot upgrade any longer. Therefore constantly have a notification on top of the characters.
This :D
I try to use CheatEngine to scan the Attribute Points pool (with a reset character so I have lots of point to use) but direct reading of the value doesn't seem to work for me.

Or maybe a way to boost the 10 attribute max default point so I can spent those useless points. I try to find something in the .txt files without success.

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