[REQUEST] Tempest Rising

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tafoplaka
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Re: [REQUEST] Tempest Rising

Post by tafoplaka »

Nice table. The game is great btw

We need also the following options
infinite health
instant build
instant research

Also the following for some overkill
one hit kill
fast veteran

Pwt_nuk
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Re: [REQUEST] Tempest Rising

Post by Pwt_nuk »

+1

acecel
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Re: [REQUEST] Tempest Rising

Post by acecel »

tafoplaka wrote:
Fri Apr 18, 2025 2:59 pm
Nice table. The game is great btw

We need also the following options
infinite health
instant build
instant research

Also the following for some overkill
one hit kill
fast veteran
+1 for all the features you listed, and i would add :

- Infinite Intel
- Infinite Credits
- Infinite Population
- Instant Unit Recruit (Infantry/Vehicle/Air Units)
- Infinite Buildings Quantity (no limit to the number of each building like turrets for ex)
- Pause Game Shortkey
- Game Speed Multiplier
- Damage Multiplier
- Defense Multiplier
- Attack Speed Multiplier
- Movement Speed Multiplier
- Health Multiplier
- Energy Production Multiplier
- ...


Yeah i am addicted to multipliers :mrgreen:
They are just ideas of cool features, not a todo-list ;)

Reaper1222
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Re: [REQUEST] Tempest Rising

Post by Reaper1222 »

hi so anyone find a way for a working permanent doctrine points?

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SKLancelot
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Re: [REQUEST] Tempest Rising

Post by SKLancelot »

Would it be possible to add in a Fast Veterancy or setting the Veterancy levels with group / bulk select?

riconess
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Re: [REQUEST] Tempest Rising

Post by riconess »

+1
more options pls

haarfus
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Re: [REQUEST] Tempest Rising

Post by haarfus »

+1

Utya
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Re: [REQUEST] Tempest Rising

Post by Utya »

+1

Corruptsmurf
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Re: [REQUEST] Tempest Rising

Post by Corruptsmurf »

eggs wrote:
Fri Apr 18, 2025 3:49 am
smallorc78 wrote:
Fri Apr 18, 2025 1:17 am
is it possible to get doctrine points and inf loadout points and Req points
yes but its utterly annoying and keeps getting reset because it's each time calculated from the missions you've completetd.
also changed the scripts a bit for either GDF/DYN (the faction you are playing) and added the option to have 0 Manpower (this will also apply to the AI but is utterly irrelevant).
How do you isolate it? Count number of missions and search do a 4 byte search each time you complete another mission?

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eggs
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Re: [REQUEST] Tempest Rising

Post by eggs »

Corruptsmurf wrote:
Sat Apr 19, 2025 10:34 pm
How do you isolate it? Count number of missions and search do a 4 byte search each time you complete another mission?
You don't, from what i've seen both doctrine points and armoury points are being calculated from past missions, the doctrine points remaining are only for display. I've briefly looked into them using Ue4ss:
"/Script/Tempest.TedCommandCompoundArmoryScreen:OnConfirmPurchase",
"/Script/Tempest.TedCommandCompoundDoctrineScreen:OnConfirmDoctrinePurchase",
"/Script/Tempest.TedCommandCompoundDoctrineScreen:CanBuyAnyNewDoctrine"

those functions are the ones you want. Unfortunately those are pure Unreal Engine Blueprint functions, meaning that instead of using 1 single native c++ function they consist of numerious native small functions which are being REUSED by other uoobjects
(tldr)
, which makes it very hard (though not impossible) to tackle them in cheat engine. that's possibly one of the reasons why noone wants to do anything with it.

Ecto
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Re: [REQUEST] Tempest Rising

Post by Ecto »

I am new to creating cheat tables beyond the quick scan and edit sort. Use this Cheat Table at your own risk.

Created for Steam "version" of TEMPEST RISING on 19APRIL2025, game version 1.0.0+43454
PC used: ROG MAXIMUS Z790 Motherboard, Intel i9 13900KS CPU, NVidia 4090 Graphics Card, 64GB RAM

Cheats included:
  • Freeze Money
  • Freeze Population
  • Freeze Power Consumption
  • Add 9999 Intel
  • Freeze Intel
Note: My skirmish matches crashed every time I restarted them.

Additional Information:
Created and tested on single player only Skirmishes on easy. Once I got what I wanted cheat wise,
I played a single skirmish for 1 hour 50 minutes and 56 seconds (winning the match). No issues other than
the population total showed negatives but let me keep pumping out units. I think the cheats also affect the
PC player, they had an insane number of units stacked in the base. In hind sight, however, if it did cheat
for the PC player, too, I think it preserved the challenge.
  • Freeze Money: Prevents your money from decreasing. You can place more silos, which will increase
    your money capacity, and will permit the money value to increase, but it will still not decrease.
  • Freeze Population: Prevents, I think, the population (pop) from increasing. The pop value may
    change on screen, but seem to still have the desired effect (e.g. my population went to a negative
    number but could still have well above 200 in game units).
    • WARNING: As I understand it, most, if not all games, have pop caps whether you see it or not.
      Going beyond those caps could cause performance issues to crashing the game, and/or your computer.
      This game has a 200 unit cap, and likely the entire game is built around that for things like
      path-finding, damage calculations, trajectories, and so on. Going beyond the cap could add additional
      calculations outside of what the game is programed to handle.
      I didn't seem to have any issues, I think I had ~400 units at one time at one point, but,
      please note my PC may be considerably more capable so your milage may vary.
  • Freeze Power Consumption: freezes power used at whatever it is at when activated. So far, nothing
    goofy like the Pop Cap cheat going negative has come up.
  • Add 9999 Intel: RECOMEND USING THIS BEFORE FREEZE INTEL....
    The Intel value will change once any event that would change it is executed.
    When active, the value "9999" is injected into the game's code. I recommend deactivating this once
    the value changes and then activating the "Freeze Intel" cheat/script. I don't know what may happen
    if repeated instances are performed.
  • Freeze Intel: freezes intel value at whatever it is at when activated. I don't know if having this
    active with 'Add 9999 Intel' active will create an issue
    .
Attachments
Tempest Rising 20250419 v1_0_0_43454.CT
(14.61 KiB) Downloaded 1410 times

Stalbay
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Re: [REQUEST] Tempest Rising

Post by Stalbay »

This silence is frightening.

mahdiabc
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Re: [REQUEST] Tempest Rising

Post by mahdiabc »

is it just me or did cheat applied to AI too? because every single time after 5 minutes i'm under attacked by enemy with so many units. either AI are very active on making unit as fast or it's cheating.

gls33333
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Re: [REQUEST] Tempest Rising

Post by gls33333 »

mahdiabc wrote:
Sun Apr 20, 2025 4:54 pm
is it just me or did cheat applied to AI too? because every single time after 5 minutes i'm under attacked by enemy with so many units. either AI are very active on making unit as fast or it's cheating.

What option you choose?

Maybe an incorrect, the money dont decrease work with the faction you choose play, dont tick other

And the factions, you have to find out which one is you and edit that one for your benefit and find out which one is the enemy to edit if you need to.

In my case the money doesn't decrease sometimes it takes it, but it works

Okazie
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Re: [REQUEST] Tempest Rising

Post by Okazie »

can there be a instant bulding option?

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