Humankind

Upload your cheat tables here (No requests)
aSwedishMagyar
Table Makers
Table Makers
Posts: 670
Joined: Mon Jul 06, 2020 3:19 am
Reputation: 1190

Re: Humankind

Post by aSwedishMagyar »

Added some scripts:
  1. No Pollution
  2. Modify Unit Experience Gain
  3. Modify Influence Gain
  4. Modify Gold Gain
  5. Modify Resource Gain
Also, please let me know what pointers have no effect in-game so I can remove them.

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

lotya
Noobzor
Noobzor
Posts: 11
Joined: Thu May 03, 2018 12:45 pm
Reputation: 1

Re: Humankind

Post by lotya »

after 3 versin, inf movement still 'error in line 11' :? win7 x64
aSwedishMagyar wrote:
Sat Aug 21, 2021 4:21 am
Added some scripts:
  1. No Pollution
  2. Modify Unit Experience Gain
  3. Modify Influence Gain
  4. Modify Gold Gain
  5. Modify Resource Gain
Also, please let me know what pointers have no effect in-game so I can remove them.

aSwedishMagyar
Table Makers
Table Makers
Posts: 670
Joined: Mon Jul 06, 2020 3:19 am
Reputation: 1190

Re: Humankind

Post by aSwedishMagyar »

lotya wrote:
Sat Aug 21, 2021 8:25 am
after 3 versin, inf movement still 'error in line 11' :? win7 x64
First I recommend you upgrade win10. It's 2021 and win7 is officially no longer supported by Microsoft.

Next, if that script does not work for you then you can always just use the 'Get Current Selected Unit' pointer to infinite movement. Enable that script and select your unit in-game. Then set the value of 'infiniteMovementRatioToggled' to 1 and lock it while you move the unit.

And before you ask for more, this is all the help I will give you on this.

Impala
Table Makers
Table Makers
Posts: 607
Joined: Tue Apr 18, 2017 6:47 pm
Reputation: 396

Re: Humankind

Post by Impala »

Good shit, I didn't even think of multipliers for this game, question, if I go negative in let's say food, does it multiply the negative amount

aSwedishMagyar
Table Makers
Table Makers
Posts: 670
Joined: Mon Jul 06, 2020 3:19 am
Reputation: 1190

Re: Humankind

Post by aSwedishMagyar »

Impala wrote:
Sat Aug 21, 2021 9:39 pm
Good shit, I didn't even think of multipliers for this game, question, if I go negative in let's say food, does it multiply the negative amount
For resources I check if the amount is negative and multiply it by -1 if it is, for all others I check if it is less than or equal to 0 and if so I set it to 1 (1000 for the fixed point var type they use). But you made me realize that I'm checking a qword instead of a dword so I think I'll need to modify that.

aSwedishMagyar
Table Makers
Table Makers
Posts: 670
Joined: Mon Jul 06, 2020 3:19 am
Reputation: 1190

Re: Humankind

Post by aSwedishMagyar »

Added some more scripts:
  1. Inf Money
  2. Inf Population
  3. Unlock Selected Era Technologies

WhiteNOiz
Noobzor
Noobzor
Posts: 9
Joined: Fri Mar 23, 2018 5:47 am
Reputation: 1

Re: Humankind

Post by WhiteNOiz »

I got some syntax error

Error:[string "local syntaxcheck,memrec=... ..."]:4: attempt to compare nil with number
Error:[string "local syntaxcheck,memrec=... ..."]:4: attempt to compare nil with number
Error:[string "local syntaxcheck,memrec=... ..."]:4: attempt to compare nil with number
Error:[string "local syntaxcheck,memrec=... ..."]:4: attempt to compare nil with number

So what happen? I used latest table with CE 7.2.

fearlessness
What is cheating?
What is cheating?
Posts: 1
Joined: Thu Aug 19, 2021 6:16 pm
Reputation: 0

Re: Humankind

Post by fearlessness »

I had a similar error when I made a new unit with "Modify Unit Experience Gain" enabled.

heir
Expert Cheater
Expert Cheater
Posts: 101
Joined: Sat Sep 01, 2018 9:13 pm
Reputation: 24

Re: Humankind

Post by heir »

Is there a setting to make the units move faster?

Arara
Cheater
Cheater
Posts: 49
Joined: Sun Sep 06, 2020 8:03 am
Reputation: 10

Re: Humankind

Post by Arara »

heir wrote:
Mon Aug 23, 2021 6:57 pm
Is there a setting to make the units move faster?
there is a setting ingame where you can set how fast the animation works, including movement and battles

heir
Expert Cheater
Expert Cheater
Posts: 101
Joined: Sat Sep 01, 2018 9:13 pm
Reputation: 24

Re: Humankind

Post by heir »

Arara wrote:
Mon Aug 23, 2021 11:08 pm
heir wrote:
Mon Aug 23, 2021 6:57 pm
Is there a setting to make the units move faster?
there is a setting ingame where you can set how fast the animation works, including movement and battles
Are you sure? If so, perhaps post a screenshot.

User avatar
CompactDisc
Table Makers
Table Makers
Posts: 694
Joined: Tue Mar 07, 2017 11:52 am
Reputation: 852

Re: Humankind

Post by CompactDisc »

heir wrote:
Mon Aug 23, 2021 11:11 pm
Arara wrote:
Mon Aug 23, 2021 11:08 pm
heir wrote:
Mon Aug 23, 2021 6:57 pm
Is there a setting to make the units move faster?
there is a setting ingame where you can set how fast the animation works, including movement and battles
Are you sure? If so, perhaps post a screenshot.
I believe Arara is right, but as far as I know it's a hidden setting, no idea where to find it.
Default setting is apparently 3.0.

heir
Expert Cheater
Expert Cheater
Posts: 101
Joined: Sat Sep 01, 2018 9:13 pm
Reputation: 24

Re: Humankind

Post by heir »

CompactDisc wrote:
Thu Aug 26, 2021 6:05 am
heir wrote:
Mon Aug 23, 2021 11:11 pm
Arara wrote:
Mon Aug 23, 2021 11:08 pm


there is a setting ingame where you can set how fast the animation works, including movement and battles
Are you sure? If so, perhaps post a screenshot.
I believe Arara is right, but as far as I know it's a hidden setting, no idea where to find it.
Default setting is apparently 3.0.
The game offers a setting for battle speed, which goes up to 3, but it's limited to battle animations only. The units still walk around the map at a glacial pace.

I've since uninstalled the game, because it's really boring when it takes ages for a unit to walk somewhere across the map, and you can only move one unit at a time. You can start two units, simultaneously, but eventually one will stop early, and the other will continue. If you could move all of the units at the same time, this wouldn't even be an issue. But, the game is not very good at multitasking.

Of course, these issues are probably exacerbated by using unlimited movement and no fog of war, because you're able to perceive all of the wasted time when you send a unit halfway across the map, and you literally have to sit there and watch the entire journey, in real time. If you have 20 units, now you're looking at several hours of wasted time just moving units around the map.

Also, weirdly enough, speedhack doesn't even improve the situation. The units will just abruptly pause at each hex, no matter how fast the game is running.

This is game-breaking for anyone that doesn't want to spend hours watching each and every single one of their units venturing around the map. It also starts to make sense, when you realize that the game isn't very deep beyond that. It's just a way for the developers to make someone feel like they're playing a longer campaign, when it's really just a walking simulator.

User avatar
karamethien
Cheater
Cheater
Posts: 26
Joined: Fri Sep 07, 2018 3:14 am
Reputation: 1

Re: Humankind

Post by karamethien »

For the animation speed if you zoom all the way to strategic view it goes a bit faster.

User avatar
Illindur
Noobzor
Noobzor
Posts: 9
Joined: Thu May 20, 2021 8:19 pm
Reputation: 0

Re: Humankind

Post by Illindur »

karamethien wrote:
Sat Aug 28, 2021 12:12 am
For the animation speed if you zoom all the way to strategic view it goes a bit faster.
Naaah.... not really. Stop imagining things... ;)

Post Reply