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  1. #1
    Professional Lurker Member Bava's Avatar
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    Default Re: Useful in-game commands?

    oliphaunt is the cheat for the giant eles (aka Yubtseb), i think.

    process_cq "settlement name" completes all buildings in the queue.
    "Well, whenever I'm confused, I just check my underwear. It holds the answer to all the important questions." - Grandpa Simpson

  2. #2

    Default Re: Useful in-game commands?

    Thanks BB - that process_cq one will help more of us find bugs more easily - only recently had I become aware of its existence.

  3. #3

    Default Re: Useful in-game commands?

    process_cq <settlement> and add_population <settlement> are good ones for bughunting.

    If you want to help out an AI faction that's in trouble, you can also use the add_money cheat on other factions by typing add_money <faction>, 40000 (note the comma after the faction). Alternatively, if you want to nerf a large faction you could make it -40000 instead, though I think the EBBS will practically nullify it by the time that faction's turn comes around...

    puppify_my_love is a good one to check that a script's triggers are working properly

    I like the auto_win command as well, especially in battles that I know I will win but autoresolving would produce either insane casualties or an impossibly painful loss. I also tend to use it for siege battles since I don't really find them interesting...

    That's about all I can think of for the moment...

  4. #4

    Default Re: Useful in-game commands?

    Quote Originally Posted by Cheexsta
    puppify_my_love is a good one to check that a script's triggers are working properly
    How does it work? I've never seen any documentation on it, just unknown code.

  5. #5

    Default Re: Useful in-game commands?

    Quote Originally Posted by Gazius
    How does it work? I've never seen any documentation on it, just unknown code.
    It turns UI icons into a picture of a cute puppy. As I said, it's only really useful to test triggers and make sure they are occuring at the right time etc.

    Quote Originally Posted by MarcusAureliusAntoninus
    show_cursorstat (for location of the arrow compared to coordinates of the map)
    How could I forget this one? Any map coder's best friend, outside of 3rd party strat editors...

    Quote Originally Posted by Barigos
    Is it possible to add a new family member to a faction via console command or script?
    Off topic:What is the maximum age of a family member?(Once I had 98 years old general)
    Yes, you can script family members, but they won't be added to your family tree. Maximum age for a character is 120; once they pass this age, I'm told they go back to being 0. Highly unlikely to happen, of course.

  6. #6
    Civilizator Member Barigos's Avatar
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    Default Re: Useful in-game commands?

    Well,good to hear that.And what command(code) do I use to add a family member via script.
    For example,I want to add a FM :name =Santa Clauzz,age =100,location=Roma(city).What code should I place in my Xmas_script?:):)
    I suppose,that I also should define the bodyguard unit for this new FM.Can I give my new FM any unit from EDU.txt or only units with general_unit attribute?
    In Vino Veritas!

  7. #7

    Default Re: Useful in-game commands?

    You would need to use the spawn_army command and link it to a trigger. Note that the character can only have a name that is present in descr_names.txt for that faction. Check the docudemon files for more info on how to set up the script (most of it looks the same as descr_strat entries for armies, but with a comma after each unit name).

  8. #8
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Useful in-game commands?

    "give_trait <character> <trait> <trait level (single number)>"
    Like:
    give_trait "Avlvsaccivs Cotta" GoodTactician 5
    If you want to cheat to give some general command skill. Or give some enemy some traits that make them easy to assassinate.

    "create_unit <character/city> <unit> <amount (1-5)> <experience> <armour> <weapon>"
    Like:
    create_unit "Roma" "roman infantry polybian triarii" 5 9 3 3
    To create some super armys out of nowhere.

    I also use (rarely) the before mentioned:
    toggle_fow
    process_cq <city>
    add_population <city> <amount (1-4000)>
    auto_win attacker
    auto_win defender (ambushing the enemy on their turn counts as an attack)
    add_money <amount (1-40000)>
    show_cursorstat (for location of the arrow compared to coordinates of the map)
    add_money <faction>, <amount (1-40000)>


  9. #9
    Member Member Thaatu's Avatar
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    Default Re: Useful in-game commands?

    Are the fantasy elephants pink? Please?

  10. #10
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Useful in-game commands?

    Nah, just big. Imbibing enough beverages might make them look pink, but then again by that point odds are you can't locate your computer anymore either.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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  11. #11
    Member Member Tuuvi's Avatar
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    Default Re: Useful in-game commands?

    Quote Originally Posted by Thaatu
    Are the fantasy elephants pink? Please?
    Just use the cheat and find out for yourself...

  12. #12

    Default Re: Useful in-game commands?

    Aren't those cheat elephants impossible with EB? Reading through the EB description files I saw that their unit slot had been used, or mistook I them for something else?
    - Tellos Athenaios
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