Here's a table for 1.1 - also works for 1.1.1.
A newer version is available
here.
It comes with two scripts. One for the combat stage and one for the simulation stage.
The
Combat Stage script can be enabled as soon as you start combat (or load a saved game), no specific action.
This script gives you:
-
Infinite Actions; enabled by default, use NUM0 and NUM1 hotkey to turn it on and off. I'd advise you keep it turned off until the actual shooting starts because quite often, the campaign is scripted and it will screw that up (and remember to disable it when the shooting stops). Sometimes bracing or clicking on another pilot and back fixes that, but sometimes you will need to reload. You can tell devs hacked all these turn-based crap together without thorough design. Hotkey customization can be done via the cheat table entry (the Boolean flag).
-
Player Damage Mod; scales the damage the units in the player's team receive. A very low number is more or less equivalent to God Mode, although pilots can still get damaged and killed in the cockpit normally. Set this to too high and enemies explode in fireworks - leaving you without salvage.
-
Damage Mod; same as above, but for the units not in the player's team. (you got the bit where it's for units only, not for buildings, right? - generators will still need more shots)
-
Very Rare Weapon Salvage Increment; this allows you to increase the base chance of salvaging very rare weapons from destroyed mechs. Triggers just before the Mission Complete button pops, so if you enable this after, it won't have any effect. That default 30 should get you pretty good stuff at normal difficulty. I did not check other numbers, I recommend you don't try above 100 (although you never know
)
-
Very Rare Mech Component Salvage Increment; exactly the same as above for mech gear.
The
Simulation Stage script can be enabled as soon as you a) buy something (a heat sink for example).
This script gives you:
-
Access to stats of "Last Pilot Read in Barracks"; I included only a handful of the stats available, you can easily extend it. But you would do well to change only the Unspent XP and level up through the game because the game stores quite a few of the other stats elsewhere, too (and you can screw up your pilot with ease).
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Fundraiser; hold CTRL in the store when you buy something to get a specific number of C-Bills. Hotkey customization can be done via the script (see message on top).
-
Warrior Re-rater; Re-rates all MechWarriors so you can hire ace pilots without having the required reputation. (there is no actual stat change, it simply allows hiring them)
-
Mech Tonnage Fixer; this allows you to load up as much equipment and armour as you want (well, as hardpoints and max. armour permit - those validations are still intact).
-
MechTech Mod; allows you to scale your MechTech skill. It's set to pretty high to default so any mech changes are applied in 1 day.
-
MedTech Mod; allows you to scale your MedTech skill. It's set to pretty high to default so any pilots are healed in 1 day.
-
Travel Time Mod; in an attempt to reduce the time looking at useless idle animations, this scales down the travel time required. You will find that a) a min. of 4 days it still required and b) however small value you specify, it will be rounded up - meaning: the shortest trip will still be 5 days.
Note: in some weird cases you won't be able to enable the combat script after going to combat the first time following a simulation stage (i.e. you start with the simulation stage after a fresh game start). Save current combat, quit game, load any combat save, load any simulation save, buy something and then you can enable both and reload your current combat save to continue. Not sure what's causing this and I won't investigate, either.
I don't intend to do a God Mode for pilots, accuracy mods, infinite ammo or anything alike.
I appreciate the attempt - it's a good one - but game is just not
that good.
Loading times are way too long, gameplay feels terribly slow, map and texture corruptions, and I could go on.
And for fuck's sake: no End Turn button in a turn-based game? Shame on you!
Let's hope MechCommander 3 will actually be a decent title with real-time combat, as one would expect.
That said, please don't expect much support.
Props to
TechnoJacker.
Update #1
Added the
Very Rare Weapon Salvage Increment and
Very Rare Mech Component Salvage Increment to Combat Script.