Simple table for Order of Battle - Pacific, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.
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.
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.
"Movement & Attack Set to Max?" sets Movement & Attack to max. This should hopefully fix:
- AI Turns too long.
- River crossing, which is possible only when unit has exactly max movement.
1. Tested game version V1.6.0. May work on other versions.
"UnitState Base Address Scan (To Activate: Display Strength, To Update: Display Strength)" can crash the game sometimes for certain scenarios.
"UnitState_select Base Address Scan (To Activate: Select Unit, To Update: Select Unit)" is more reliable but works only on selected units.
"Movement & Attack Set to Movement & Attack Value?" sets Movement & Attack to "Movement & Attack Value". Setting this too high will cause AI turn to take forever, as the AI thinks that every player unit can attack it.
1. Tested game version V1.5.8. May work on other versions.
"Supply and Requisition Points Set to Massive?" sets Supply and Requisition Points to massive.
Affects units that display Strength either through selection or Force sidepanel.
"Strength Set to Strength Value?" sets Strength to "Strength Value" (effectively Godmode).
"Efficiency, Supply, Fuel Set to 100?" sets Efficiency, Supply, Fuel to 100.
"Can Always Move & Attack?" sets unit to always move and attack.
"Experience Set to Max?" sets Experience to max.
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