Hi there
I was just wondering what in-game commands people regularly use or just know about. Anything that is useful or helpful in sticky situations or just to get some extra info.
I only know the toggle_fow command.
Cheers
Hi there
I was just wondering what in-game commands people regularly use or just know about. Anything that is useful or helpful in sticky situations or just to get some extra info.
I only know the toggle_fow command.
Cheers
well these are cheats, but they are the same thing:
add_money 90000: adds 90000 to your acount
auto_win attacker/defender: attacker/defender wins the next autocalced battle
There are other commands, like one that gives you giant fantasy elephants, but they are stupid and pointless and I can't remember them all anyway.
In my latest Carthage campaign I've decided to send assualt armies the world over to basically roleplay as the US, crush the communist threat in that country, establish military bases all over the place, purchase and train entire native armies, and basically manipulate the world as I see fit, and that takes a mighty big warchest.
add_money 40000 (never had over 40000 appear to work in my game)
(ad infinitum) This is really the only one I use besides fow since a diplomat and waiting a few turns at the latest will almost always get what I want. Highest price tag I've seen was 700k, so keep a good million on hand. The ai doesn't like it when you try to give them a small bribe, then come back with a much larger one.
Wow.. Fantasy elephants, that sounds totally stupid and awesome at the same time does any one know it?Originally Posted by Lignator
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
Thanks BB - that process_cq one will help more of us find bugs more easily - only recently had I become aware of its existence.
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...
How does it work? I've never seen any documentation on it, just unknown code.Originally Posted by Cheexsta
"give_trait <character> <trait> <trait level (single number)>"
Like:
If you want to cheat to give some general command skill. Or give some enemy some traits that make them easy to assassinate.give_trait "Avlvsaccivs Cotta" GoodTactician 5
"create_unit <character/city> <unit> <amount (1-5)> <experience> <armour> <weapon>"
Like:
To create some super armys out of nowhere.create_unit "Roma" "roman infantry polybian triarii" 5 9 3 3
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)>
Are the fantasy elephants pink? Please?
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."
-Church of the Flying Spaghetti Monster
Just use the cheat and find out for yourself...Originally Posted by Thaatu
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
CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread
“ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.
I know this has been mentioned before, but I want to know more. How would I use the force diplomacy cheat in a game. Apparently you have to make a script or something, or can you just type it into romeshell?
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)
In Vino Veritas!
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.Originally Posted by Gazius
How could I forget this one? Any map coder's best friend, outside of 3rd party strat editors...Originally Posted by MarcusAureliusAntoninus
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.Originally Posted by Barigos
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!
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).
Thanks a lot.That will help,I think.
In Vino Veritas!
I can never get the add_trait commands to work, never have. I know the names in EB are firstnamemiddlename_lastname or some such, but I alwyas seem to get 'character not found'. not my area of expertise, obvioulsy :)
"urbani, seruate uxores: moechum caluom adducimus. / aurum in Gallia effutuisti, hic sumpsisti mutuum." --Suetonius, Life of Caesar
What is the command, if you want to take kontrol of a AI controled faction? (i want to inspect what could cause the CTD, in me Epiros campain)
Using the savegame/loadgame cheat (load game, and do something different this time), you can have your general reach 130 years old, and then he will become 0years old. In others word, any family member can be immortal. But the more family members you want to keep alive, the difficulty to do so increases exponentially.Originally Posted by Barigos
Well,my idea for now is for garrison scripts.
I know that we can't disband a unit via script or ~ command.But we can script in a FM with any unit, so will become his bodyguard.
E.g.When you(playing as Romani)siege a capitol of Quarthadast,the script spawns an army of 10 very old FM with carthage_city_militia as their bodyguards.
They(FM) should have traits like"garrison commander",not allowing them to move.
Due to their old age they will die quickly WITH their bodyguards,so we don't need to disband them!
In Vino Veritas!
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