Zombie City Defense 2

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Zombie City Defense 2

Post by STN » Thu Apr 13, 2017 6:38 pm

Simple table for Zombie City Defense 2, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.

Made by Shinkansen

Usage info:
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.

In general:
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect. Example: "Set Health to Max?" address.
E. Do action ZZZ.

1. UnitViewTracker.
"Health Set to Massive?" improved to properly detect friendlies, even after level 4.

Selecting a friendly unit also allows the following to be modfied. May not work outside the level.
- "UnitViewTracker Stats -> _unitModel -> Faction -> Description -> TacticalPoints ->_property -> Value" Tactical Points.
- "UnitViewTracker Stats -> _unitModel -> Faction -> Description -> DeploymentPoints ->_property -> Value" Deployment Points.

1. StatGroup.
"Food Set to Massive?" sets Food to massive.
"Material Set to Massive?" sets Material to massive.
"Medicaments Set to Massive?" sets Medicaments to massive.
"People Set to Massive?" sets People to massive.

2. ConstructionViewTracker.
"Construction Set to Instant?" sets Construction to instant.

3. UnitViewTracker.
"Health Set to Massive?" improved to not affect enemies.
"UnitViewTracker All Base Address Scan (To Activate: Play Level, To Update: Play Level)" works on all friendly units.

1. Tested game version V1.0.0 32-bit. May work on other versions.

2. GameState.
Allows the following to be modfied.
- "GameState Stats -> Player -> TacticalPoints ->_property -> Value" Tactical Points.
- "GameState Stats -> Player -> DeploymentPoints ->_property -> Value" Deployment Points.

3. BuildingManager.
"Production Set to Massive?" sets Building production to massive.

4. UnitViewTracker.
"Health Set to Massive?" sets Health to massive. Also works on enemies, so don't select enemies with this enabled.
Shinkansen Zombie City Defense 2 V1002.CT
(294.13 KiB) Downloaded 215 times

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Re: Zombie City Defense 2

Post by Spavid04 » Thu Jul 06, 2017 7:12 pm

As of, at least, the last update (1.1.2) this table unfortunately doesn't work anymore.

In the meantime here's a cheat that massively increases the production of your buildings, so you don't have to search for your resources :). It's NOT Cheat Engine based. You have to edit the "Assembly-CSharp.dll" file in the game's folder. Open the file in any hex editor and:

-starting at offset 0x5B4D there should be this array of bytes:
11 05 7B 85 05 ?? 04 7B 9A 05 ?? 04 28 DE 04 ?? 06 7B 9C 05 ?? 04 5B
-change it to:
00 00 22 00 00 ?? 44 58 00 00 ?? 00 00 00 00 ?? 00 00 00 00 ?? 00 00
That array will be at that offset probably in the 1.1.2 version of the file only, but I guess you could find it it any version (older or newer).

I've found some more things you can do! This makes units train super fast and you also start with a ton of resources and deployment thingies:
at offset 0xC388 there should be a 0x16, change it to 0x17

What is cheating?
What is cheating?
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Re: Zombie City Defense 2

Post by happybrother » Sat Nov 25, 2017 6:09 pm

Could someone kindly update and post the new CT file?

And a quick question:
-How can one edit the SLOTS for skills/units/upgrades/perks in CheatEngine? :?:
Those are NOT mission difficulty gold tokens (they do nothing practical anyway).
There are 15 fixed gold circle points that you have to pick from. Every unit choice will decrease it like: Devastator 4pts, Atom Bomb 4pts, Scouting Unit 1pt, Light Armor -2pts...
The only known method of increasing them is to pick demerit perks like Ocular Armor or Reduced Rations etc.

But I do want both Nuclear Weapons and at least 4 army units + 2 vehicles at the same time.

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