Cheat codes
Moderators: Order of Battle Moderators, The Artistocrats
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- Lance Corporal - SdKfz 222
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- Joined: Tue Jun 21, 2011 9:26 pm
Re: Cheat codes
#epiphany <code>
OK, so what *are* the applicable codes? Not really sure what this one does, no detailed explanation seems to exist... it'd be nice to be able to enable certain specializations on the fly or at least tweak the specialization points to spend.
OK, so what *are* the applicable codes? Not really sure what this one does, no detailed explanation seems to exist... it'd be nice to be able to enable certain specializations on the fly or at least tweak the specialization points to spend.
Re: Cheat codes
#epiphany <value>
Gives <value> Spec Point
It's not a code, it's a value (like, 10, or whatever)
Ta
Gives <value> Spec Point
It's not a code, it's a value (like, 10, or whatever)
Ta
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- Lance Corporal - SdKfz 222
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- Joined: Tue Jun 21, 2011 9:26 pm
Re: Cheat codes
Ahhhh, it works when you have the Specializations menu open! Got it! Thanks!
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- Brigadier-General - Elite Grenadier
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- Contact:
Re: Cheat codes
For that one it is a number...I've used 100 without any issues. Not sure what the limit is.bunkerhill wrote:#epiphany <code>
OK, so what *are* the applicable codes? Not really sure what this one does, no detailed explanation seems to exist... it'd be nice to be able to enable certain specializations on the fly or at least tweak the specialization points to spend.
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- Field Marshal - Elefant
- Posts: 5865
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- Location: the land of freedom
Re: Cheat codes
#igotnukes
instant (minor) victory -> instant (major) victory
#igotnukes give actually MAJOR VICTORY (before it was giving minor victory)
PS : it should be rectified in the front page.
instant (minor) victory -> instant (major) victory
#igotnukes give actually MAJOR VICTORY (before it was giving minor victory)
PS : it should be rectified in the front page.
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- Lance Corporal - SdKfz 222
- Posts: 23
- Joined: Sat Jan 28, 2017 2:44 pm
Re: Cheat codes
From what I have read so far it seems that cheat codes do not apply to MP games. I am glad to hear this. Having said that I am playing a MP game where my opponent in a Polikarpov R-5 flew over a city hex and airfield that I had captured and re-captured them. There are no ground units around and the move also broke my supply line (the city and airfield are still in the line of sight of my Pz III). Does this Russian Recon plane have the ability to do this or is something else afoot?
Re: Cheat codes
You should post the Polikarpov incident in the Tech support forum. Sounds odd.
A save game file or a screenshot would help in trying to find out what happened.
Note that an armored vehicle may not be able to spot a concealed infantry unit in a town or other dense terrain.
A save game file or a screenshot would help in trying to find out what happened.
Note that an armored vehicle may not be able to spot a concealed infantry unit in a town or other dense terrain.
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- Field Marshal - Elefant
- Posts: 5865
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: Cheat codes
Difficult to believe, imprecise circumstances, no image...It is impossible for an aircraft to do this.Bobthenailer1 wrote: ↑Fri Mar 22, 2019 11:55 am From what I have read so far it seems that cheat codes do not apply to MP games. I am glad to hear this. Having said that I am playing a MP game where my opponent in a Polikarpov R-5 flew over a city hex and airfield that I had captured and re-captured them. There are no ground units around and the move also broke my supply line (the city and airfield are still in the line of sight of my Pz III). Does this Russian Recon plane have the ability to do this or is something else afoot?
A thing that I know is that if we capture an objective and withdraw immediately, the objective can go back to the enemy especially if that objective is located at the edge of the map.
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- Lance Corporal - SdKfz 222
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- Joined: Sat Jan 28, 2017 2:44 pm
Re: Cheat codes
Unfortunately I didn't take a screen capture. If something like this happens again I definitely will. The objective was not near the edge of the map. I did move back on my next turn and recaptured the town but did not see any enemy units. The Polikarpov did reappear but my tank unit was occupying the city. My unit was a cut off unit so I don't know if that had something to do with it. It was destroyed a couple of turns later.
#orbitalcommand
#orbitalcommand
I use this command while testing single player/campaign scenarios to see if the AI behaves properly.
But it looks like the AI also benefits by this command. This of course muddles the testing process...
In an on-going test AI air units attack MG nests that are definately not spotted by any land units.
Can anyone confirm this?
I use this command while testing single player/campaign scenarios to see if the AI behaves properly.
But it looks like the AI also benefits by this command. This of course muddles the testing process...
In an on-going test AI air units attack MG nests that are definately not spotted by any land units.
Can anyone confirm this?
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- Order of Battle Moderator
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Re: #orbitalcommand
I remember reading a while back that this was indeed the case; that the AI "sees all" as well with #orbitalcommand. This command lifts "the fog of war" which seems to be an absolute thing for both human and AI.Erik2 wrote: ↑Sat May 11, 2019 4:28 pm #orbitalcommand
I use this command while testing single player/campaign scenarios to see if the AI behaves properly.
But it looks like the AI also benefits by this command. This of course muddles the testing process...
In an on-going test AI air units attack MG nests that are definately not spotted by any land units.
Can anyone confirm this?
The work around for testing purposes, if I recall correctly, is to place a map-wide "Reveal" command at Turn 1 and selecting only the human player side to be the beneficiary. This arrangement worked for me just now (two triggers were necessary; the second being marked as infinite or the number of turns required):
Note 1: I have only the hearsay from the thread that I am remembering as to whether the AI is excluded from this map revelation but the persons who were discussing this seemed sure of what they were talking about.
Note 2: Here's one official source that I found, a certain Mr. Shards: Map debugging
Note 3: Here's another source but not nearly as trustworthy; in fact, don't take what this blowhard has to say too seriously: Testing scens without fog of war etc?
It was good for a Deja Bru moment, though!
- Bru
Re: Cheat codes
Thanks, Bru. Useful info as always.
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- Lieutenant-General - Karl-Gerat 040
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Re: Cheat codes
Yeah, what Bruce said covers it. All I can add to make your life a bit easier is this:
I'm using the "reveal" trigger, too, and actually you don't need the "check turn" condition for such simple triggers if using the "turn start" event:
I'm using the "reveal" trigger, too, and actually you don't need the "check turn" condition for such simple triggers if using the "turn start" event:
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- Order of Battle Moderator
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Re: Cheat codes
That's a good follow-up, Gabe. This trigger works on Turn =1 and thereafter? Which would obviate the need for the two-trigger approach that I took.
- Bru
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- Lieutenant-General - Karl-Gerat 040
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- Joined: Mon Nov 27, 2017 10:24 pm
Re: Cheat codes
Yep. Works even during deployment stage this way.
If you want to skip reveal at deployment, you can use "check turn > 0" condition. Either way no need for two triggers.
Orbitalcommand weirdness
I turned Orbitalcommand on for a few turns while testing a scenario.
I hoped that running it a second time would turn it off, but no.
Restarted OOB, it was still on (cached?).
Restarted PC.
Now it is acting really weird, it looks like some heavy FOW is on for close-by enemy units while those outside visible range is displayed.
No, I have not been smoking my socks
I hoped that running it a second time would turn it off, but no.
Restarted OOB, it was still on (cached?).
Restarted PC.
Now it is acting really weird, it looks like some heavy FOW is on for close-by enemy units while those outside visible range is displayed.
No, I have not been smoking my socks
Re: Cheat codes
I have never encountered so far that orbitalcommand sticks so weirdly forever, but I usually save, cheat, and reload which works fine.
There is unfortunately no way but reloading a non-cheated save to turn off orbitalcommand afaik. Your save above must have gone haywire.
There is unfortunately no way but reloading a non-cheated save to turn off orbitalcommand afaik. Your save above must have gone haywire.
Re: Cheat codes
This game was back on track after 2-3 additional turns. Hopefully a one-time fluke.
Re: Cheat codes
That is really interesting to know. I've used cheat codes in complex AARs to see the impact of some technologies - especially nuclear weapons in the US Navy campaign. If you keep the fog of war on, it is next to impossible to determine what the nuke does.
Re: Cheat codes
Never had that happen to me. I've used Orbital Command when playtesting AARs, tech choices, and similar things.
To avoid the problem I suggest:
1] creating a new save game under a specific new name.
2] Using the code to do what you wish to do.
3] Going back to the previous save to resume your game.