Req: Mad Games Tycoon 2

Ask about cheats/tables for single player games here
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Darkedone02
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Re: Req: Mad Games Tycoon 2

Post by Darkedone02 »

I wish to see this game get more attention to cheat table makers. We got right now max money and max stats, but the stats don't stick, so do we have anyone who knows how to override that?

I also wish to see something like a point multiplier on game development....

Kaedus
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Re: Req: Mad Games Tycoon 2

Post by Kaedus »

and everything stopped after 1 table :(

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Re: Req: Mad Games Tycoon 2

Post by BullBreak1220 »

Kaedus wrote:
Wed Feb 03, 2021 10:06 pm
and everything stopped after 1 table :(
The game is being updated every day and some features are yet to be implemented. I have little interest in playing the game, much less trying to make a working table and I imagine most players feel the same right now. Need to wait for prominent bugs to get fixed and updates to slow down before attempting any real trainer/table. Also, I'm pretty sure there is always someone trying to figure these cheats out as we speak...

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Re: Req: Mad Games Tycoon 2

Post by gideon25 »

Hmm, well its unity/mono so its pretty easy but since they may incorporate multiplayer then id assume some anti cheat stuff in the far future.. right now though I'm gonna make a table and see how long it lasts :P

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Re: Req: Mad Games Tycoon 2

Post by Darkedone02 »

gideon25 wrote:
Thu Feb 04, 2021 12:48 am
Hmm, well its unity/mono so its pretty easy but since they may incorporate multiplayer then id assume some anti cheat stuff in the far future.. right now though I'm gonna make a table and see how long it lasts :P
I would have to preach the developers to see about bypassing anti-cheat feature when only playing single player.

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Re: Req: Mad Games Tycoon 2

Post by BEST DISINGER »

Very hard to make cheat table for this game

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Re: Req: Mad Games Tycoon 2

Post by gideon25 »


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Re: Req: Mad Games Tycoon 2

Post by gideon25 »

Darkedone02 wrote:
Mon Feb 01, 2021 12:12 am
I wish to see this game get more attention to cheat table makers. We got right now max money and max stats, but the stats don't stick, so do we have anyone who knows how to override that?

I also wish to see something like a point multiplier on game development....
There is a "Learn" section in the code. What is does is gradually increase your stats when you work a job (you are "learning" see)BUT it also double checks to see if any stats are too high. So I disabled the ENTIRE function/routine. So you won't learn/gain primary stats but once you edit them they will stick forever.
Last edited by gideon25 on Thu Feb 04, 2021 9:51 am, edited 1 time in total.

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Re: Req: Mad Games Tycoon 2

Post by gideon25 »

BEST DISINGER wrote:
Thu Feb 04, 2021 6:54 am
Very hard to make cheat table for this game
Kinda..sorta mainly cause so much German which I don't speak, and its buggy, and stuff is missing and the way it is arranged is odd..

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Re: Req: Mad Games Tycoon 2

Post by BEST DISINGER »

gideon25 wrote:
Thu Feb 04, 2021 9:24 am
Here..
viewtopic.php?f=4&t=15183
its not working
:!:

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Re: Req: Mad Games Tycoon 2

Post by Mirek_Burczyn »

Darkedone02 wrote:
Fri Jan 29, 2021 1:00 am
Yet I see cheat tables where you can make that "max stat" modifible with no issue, it's not that hard...
It reverts to 50 (60 if you have related trait) the moment a skill is used. It's like you don't want to understand that just because the script is named something, it might not work to full extent. Also, it's actually a BAD thing to raise random skills, especially high, as that translates to wages. Having people in their speciality at 100? That's 2-3.5k a month. Having them at all other skills at 50, too? That's 6-8k a month. Doesn't sound like much of a difference, but it adds up REALLY fast from mid-80s onward, while you are not gaining anything at all. The moment you are making A and bigger games, you should NOT have generalists, but only specialists. The only generalists should be the 12 workers sitting in the dev room and you should make sure they all have the trait offering 10 points higher cap (including your avatar). Every other room should be managed solely by related specialists, with every other skill DUMPED to 0. Once you are making AAA games, you can get bankrupt just on wages alone, if you aren't careful. Glad they've at least changed that from the original game

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Re: Req: Mad Games Tycoon 2

Post by Darkedone02 »

Mirek_Burczyn wrote:
Thu Feb 04, 2021 9:58 pm
Darkedone02 wrote:
Fri Jan 29, 2021 1:00 am
Yet I see cheat tables where you can make that "max stat" modifible with no issue, it's not that hard...
It reverts to 50 (60 if you have related trait) the moment a skill is used. It's like you don't want to understand that just because the script is named something, it might not work to full extent. Also, it's actually a BAD thing to raise random skills, especially high, as that translates to wages. Having people in their speciality at 100? That's 2-3.5k a month. Having them at all other skills at 50, too? That's 6-8k a month. Doesn't sound like much of a difference, but it adds up REALLY fast from mid-80s onward, while you are not gaining anything at all. The moment you are making A and bigger games, you should NOT have generalists, but only specialists. The only generalists should be the 12 workers sitting in the dev room and you should make sure they all have the trait offering 10 points higher cap (including your avatar). Every other room should be managed solely by related specialists, with every other skill DUMPED to 0. Once you are making AAA games, you can get bankrupt just on wages alone, if you aren't careful. Glad they've at least changed that from the original game
Wage is not quiet an issue, skilled workers can help make a game score 1 million, so if you have 50 max skilled warriors that cost you have a million, but you got games and small contract works that can easily pay that off as long as you don't over spend on building hype on marketing.

If it's much of a problem, wait till we have a no rent/free workers cheat in the works or a mod that just does that when modding becomes a thing.

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Re: Req: Mad Games Tycoon 2

Post by Mirek_Burczyn »

For fuck's sake, it doesn't work like that! The game operates on different set of rules than the original, not to mention your assumptions about its mechanics. It just doesn't work like that. Why are you so insistant to having everyone on top skill and said top being 100? What fucking for? It will benefit you nothing and it will revert back to maximum allowed value, which will only contribute to higher wages.
There is ONE room in the entire game that uses more than a single skill at once and that's the dev room. A skill 100 worker in a dev room provides 5-7 points per successful attempt, assuming it was in their speciality. A specialist sitting in a specialist room doing specialist task provides 12-15 points per cycle, using just that one skill and more importantly, always adding to that specific aspect of the game, rather than randomly picked one.
In other words: you want to have as many specialists working in speciality rooms, NOT max-skilled (regardless what the value would be) generalist sitting in a dev room.

Is it fucking clear now? Because I feel like negotiating with a concrete wall. You are demanding from people to deliver utterly pointless and on top of that counter-productive cheat script for the game, where all that you actually need for fast maximalisation of profits is accessible already.

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Re: Req: Mad Games Tycoon 2

Post by gideon25 »

Mirek_Burczyn wrote:
Fri Feb 05, 2021 6:02 pm
For fuck's sake, it doesn't work like that! The game operates on different set of rules than the original, not to mention your assumptions about its mechanics. It just doesn't work like that. Why are you so insistant to having everyone on top skill and said top being 100? What fucking for? It will benefit you nothing and it will revert back to maximum allowed value, which will only contribute to higher wages.
There is ONE room in the entire game that uses more than a single skill at once and that's the dev room. A skill 100 worker in a dev room provides 5-7 points per successful attempt, assuming it was in their speciality. A specialist sitting in a specialist room doing specialist task provides 12-15 points per cycle, using just that one skill and more importantly, always adding to that specific aspect of the game, rather than randomly picked one.
In other words: you want to have as many specialists working in speciality rooms, NOT max-skilled (regardless what the value would be) generalist sitting in a dev room.
Interesting. The script I made for maxing everyones stats actually hook into the characterScript:GetGehalt (Get Salary) part of the code cause it checks each stat I assume and calculates the salary based on that and when it reads that part I simply changed the address (for each stat) that it reads. There is also a characterScript:GetBestSkill area in the code (which probably checks the highest stat and assigns the class for the character based on that and allows that specific stat to go higher than 50). So I assume the best thing (unless/until I make a zero cost/zero salary script which may be tricky--and POINTLESS from what you are saying) to do is NOT use the max stats script and instead use the character editor script and edit ONLY one specific stat according to what room they are assigned to and if you need 2 stats maxed (for development) then use the script that turns off learning (which is the same script that resets stats) so both stats stay maxed?

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Re: Req: Mad Games Tycoon 2

Post by Darkedone02 »

I don't know what cheat it is but when I hire multiple employees, I get a blue screen upon placing them down and it locks me up on the UI.

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