War for the Overworld

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kanggg
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War for the Overworld

Post by kanggg » Sun Apr 22, 2018 3:49 pm

I've tested some options in Schnitzelmaker's latest table and they still work. It's possible that there's no need for an update. Maybe you could test all the options and tell us which ones don't work?

Jessen
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War for the Overworld

Post by Jessen » Sun Apr 22, 2018 9:55 pm

I can't get the player faction trigger to work

Takaostar
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War for the Overworld

Post by Takaostar » Mon Apr 23, 2018 12:56 pm

[QUOTE="Jessen, post: 43053, member: 635"]I can't get the player faction trigger to work[/QUOTE]



Aye, this is one of the ones I was having trouble with too.

AeternusX
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War for the Overworld

Post by AeternusX » Tue Apr 24, 2018 12:42 am

[QUOTE="Takaostar, post: 43131, member: 16428"]Aye, this is one of the ones I was having trouble with too.[/QUOTE]

That one and invisible don't work with 2.0F6

Jessen
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War for the Overworld

Post by Jessen » Fri Apr 27, 2018 8:37 pm

No Mana Lock often crashes the game unless you do something specific, which i'm still trying to find out.

kemenner
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War for the Overworld

Post by kemenner » Tue May 15, 2018 11:40 pm

I think I fixed the invisible cheat. So far haven't found any issues with the other cheats. Althought, I only tested them in the campaign. BTW, I'm using the GOG version.

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Re: War for the Overworld

Post by masktao » Tue Aug 21, 2018 3:00 am

who can update for 2.0.4?

BoredDuck
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Re: War for the Overworld

Post by BoredDuck » Fri Nov 02, 2018 6:43 pm

masktao wrote:
Tue Aug 21, 2018 3:00 am
who can update for 2.0.4?
I'd love to see an update as well.

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Csimbi
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Re: War for the Overworld

Post by Csimbi » Sat Nov 03, 2018 6:47 pm

Here's a script for 2.0.6 (or whatever the current version is on Steam today).
It will ruin all the fun in the game real quick so I'd recommend you tweak the default vars a bit.

The script gives you:
- FOW Toggle; allows you to toggle the Fog of War by leveraging native game code. Tap CTRL+ALT+F to toggle FOW. Enabling it on a fully covered map will slow down the game quite a bit until the map is fully revealed because all goodies and shrines will be revealed gradually - just as if you were to find them "legally", meaning each of these trigger their appropriate notification. On large maps, there could be quite a lot of these. Once the map is revealed, it will run fine though. One more thing: save before you activate - sometimes it causes an instant crash (no idea why because most of the time it runs fine).
- God mode; even for your uncontrollable units (e.g. angry creatures).
- Grant Basic Needs; your creatures feel no need for: hunger, sleep, tavern, gold and blood thirst. (They'll still consume these but they won't feel the need for them so they don't get angry even if you can't fulfill these desires.)
- Minimum Efficiency; so you don't need to administer slaps.
- Wage mod; scales the gold your creatures collect on payday.
- Minimum Creature Gold; as long as this is active, it puts a pre-defined number of gold pieces in the pocket of your units. This can be used to fill up your treasury real quick. I'd recommend you keep it turned off when you don't need it so your imps can focus on other things, too and then your dungeon won't be cluttered with gold piles either. ;-)

Note: in order to enable the script, you need to hover over one of your creates for a sec and slap it at least once.

Enjoy
Props to TechnoJacker.

Update #1
I missed two player checks.
One in XP and another in Wage mod, causing these to take effect for player #0 only.
Now they work irrespective of player id.

Update #2
Added FOW Toggle.
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