CHEATS
Type 'humanzee' while the game is running, you'll see "Task Completed"
Cheat keys become available:
Ctrl+C - Add 100k cash
Ctrl+A - Give 1 of every minion/henchman [they appear under cursor]
Ctrl+O - Allow all items to be built
Ctrl+M/N - Toggle Global Chaos (agents from different territories will
attack each other when they see each other on your island)
Ctrl+T - Allow all traps to be built
Ctrl+S - Create explosion under cursor
[No credit, but this is posted on dozens of websites. If you discovered it
first, let me know]
ADVANCED GAME TWEAKING (aka 'Modding')
Most of the game's settings are kept in simple text files, or comma-separated
spreadsheets. You can adjust the max number of minions, change how the game
behaves or any number of other things.
Game settings:
Folder: \DynamicResources\config\concept.cfg
Skip Intro Movies:
Line 24; Change 'StartupState' to '1' (instead of 0)
Don't set 'StartupState' to 2 or 3, the game will crash.
Adjust the number of autosaves the game will keep:
Line 100
Auto-start a saved game file:
Line 103; Put the name of the file (it's the same as the name of the
saved game, with a '.lay' extension at the end) after the = sign.
A good one to put here is 'quick save.lay' (without quotes).
Folder: \DynamicResources\config\population.ini
This lets you adjust the max population past 100. It is not recommended
that you increase it over 500. The first line sets the absolute max,
the succeeding lines set how many "free minions" you get for your
notoriety (you can hit the max any time by building tons of lockers).
The lines are of the format:
PopulationEntry=(% max notoriety),(free minions)
You'll see that the first line says '0,10' -> You get 10 minions with 0
notoriety. Since max notoriety is 500, you can multiply the first number
by 5 to get the numeric notoriety required for this many free minions.
If you want a logical progression up to 500 minions, first make a backup
of the file, then edit it with notepad and replace the contents with the
stuff between the 'Cut Here' lines
---- \DynamicResources\config\population.ini Cut here ----
MaxPopulation=500
PopulationEntry=0,25
PopulationEntry=3,35
PopulationEntry=10,50
PopulationEntry=20,65
PopulationEntry=30,75
PopulationEntry=40,85
PopulationEntry=50,130
PopulationEntry=60,170
PopulationEntry=70,200
PopulationEntry=80,250
PopulationEntry=85,325
PopulationEntry=90,400
PopulationEntry=95,450
PopulationEntry=100,500
---- Cut here ----
This will have the effect of starting with 25 minions instead of 10, and
then gradually going up every 50 notoriety points till 400, at which it
goes up drastically every 25 (to reflect your stature in the world as
you put yourself far out of the league of lesser evil geniuses)
The large file 'Resources.ERB' in the \Resources\ folder is basically just a
huge archive of compressed text files. You can override the files in there
with a file of the same name in the \DynamicResources\ folder. As a brief
example, there's a file inside Resources.ERB that governs how long minions
will hide when told to. It's set to 120 seconds. You can override that by
creating this file in \DynamicResources\config\
Filename: '50021 - World Domination.desc' (without quotes)
---- \DynamicResources\config\50021 - World Domination.desc Cut here ----
ObjType=WorldDominationManager
ObjName=WORLDDOMINATIONMANAGER
TextDescription=WORLD_DOMINATION_MANAGER
----
PlottingDecay=1
PlottingInterval=5
LootingInterval=60
ChanceOfJusticePresence=50
JusticePresenceCheckInterval=600
HenchmanReturnDelay=300
CharacterFocusDuration=1
AttritionFocusDuration=0.25
ActFocusDuration=0.5
HidingDuration=600
PlottingRatingThresholds=1,3,4,6,9
LootingRatingThresholds=1,3,4,5,6
ToughnessRatingThresholds=21,31,41,61,80
ChanceOfJusticePresenceModifier=5,1800
---- Cut here ----
Change the line 'HidingDuration' to however many seconds you want. The
file above will set it to 5 minutes. The default is 120 if the file isn't
there.
Here's a mod to let you place wall-mounted traps inside topside shacks;
create these three files in the \config\ folder:
---- Cut here: '17204-Trap_Wind_Machine.desc' ----
ObjType=Trap
ObjName=WIND_MACHINE_TRAP
Filename=Traps_JetEngine_A.GR2
Filename=AnimSet_WindMachineTrap.AS
TextDescription=A_BACK_BLASTING_VENTILLATOR_MACHINE
---
Health=200
PurchaseCost=10000
EvidenceRating=4
ValueRating=1
ThreatRating=1
HeatGenerated=1
---
GUIIconBaseName=Trap_JetEngine_A
---
UseAutomaticRotationWhenPlacing
---
BlocksTiles=false
PowerConsumer=2
---
TrapType=WindMachine
WindUpTime=0.5
AttackDuration=5
WindDownTime=2
CamouflageFactor=10
AttackType=Health
AttackStrength=10
TrapRange=16
WindStrength=24
DamageAnimation=blown_back_by_fan
MovementAnimation=blown_back_by_fan_pose
Category=Movement
---
---- Cut here ----
---- Cut here: '17216-Trap_Prometheus_Revenge.desc' ----
ObjType=Trap
ObjName=PROMETHEUS_REVENGE_TRAP
Filename=Traps_PrometheusRevenge_A.GR2
Filename=AnimSet_PrometheusRevenge.as
TextDescription=A_PROMETHEUS_REVENGE_TRAP
---
Health=200
PurchaseCost=15000
EvidenceRating=4
ValueRating=1
ThreatRating=1
HeatGenerated=1
---
GUIIconBaseName=Traps_PrometheusRevenge_A
---
UseAutomaticRotationWhenPlacing
---
BlocksTiles=false
PowerConsumer=3
---
TrapType=FireJetMachine
WindUpTime=0.5
AttackDuration=5
WindDownTime=2
CamouflageFactor=10
AttackType=Health
AttackStrength=10
TrapRange=16
Category=Fire
---
---- Cut here ----
---- Cut here: '17220-Trap_Sucker.desc' ----
ObjType=Trap
ObjName=A_SUCKER_TRAP
Filename=Traps_Sucker_A.GR2
Filename=AnimSet_TrapSucker.AS
TextDescription=A_SUCKER_TRAP
---
Health=200
PurchaseCost=15000
EvidenceRating=4
ValueRating=1
ThreatRating=1
HeatGenerated=1
---
GUIIconBaseName=Traps_Sucker_A
---
UseAutomaticRotationWhenPlacing
---
BlocksTiles=false
PowerConsumer=3
---
TrapType=WindMachine
WindUpTime=0.5
AttackDuration=5
WindDownTime=2
CamouflageFactor=10
AttackType=Health
AttackStrength=10
TrapRange=16
WindStrength=-20
DamageAnimation=into_being_sucked
MovementAnimation=being_sucked
Category=Movement
---
---- Cut here ----
(The line 'RequireOriginalTileSet=UnminedDirt' has been removed from those
files. The wall-mount traps stick through the walls in a topside shack, but
aside from this cosmetic problem they work fine)
This one fixes the monkey cage research:
---- Cut here: '17228-Trap_MonkeyTrap.desc' ----
ObjType=Object
ObjName=A_MONKEY_TRAP
Filename=Loot_Monkey_A.COL
Filename=Animset_Monkey.as
TextDescription=A_MONKEY_TRAP_TO_TRAP_MONKEYS
---
Destructible=false
EvidenceRating=30
ValueRating=20
ThreatRating=0
PurchaseCost=0
HeatGenerated=15
ConsiderPoints=1
---
GUIIconBaseName=Traps_MonkeyTrap_A
----
NotPlayerBuildable
NotPlayerDestructable
BlocksVision=false
---
BlocksTiles=true
CanSteal=true
IsTransferLoot
----
---- Cut here ----
(The line 'ConsiderPoints' was changed from 0 to 1, it was disabling research)
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