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Re: Cheat codes

Posted: Tue Jan 24, 2017 10:58 pm
by bru888
Shards wrote:One that didn't get added to this thread yet:

#gimmeall

On the Main Menu to unlock all scenarios for individual play, even if you haven't completed the mission in the campaign yet
I'll be darned if that did not work just now! I had not even started Blitzkrieg but it searched, found the DLC, and opened up every scenario in that campaign. Much better than e-mailing each other our unlocked.dat files. :wink:

Re: Cheat codes

Posted: Wed Jan 25, 2017 2:19 am
by gunho
question about changing dates in folder of units to get them early I changed to start date for tiger tanks but know the ai takes forever to finish move the red bar stays at the end of thinking did I maybe do something wrong hope I can get some help.its not a cheat code but modding so same thing for cheating I know I just wanted to use tigers in Poland.thanks to anyone for help

Re: Cheat codes

Posted: Wed Jan 25, 2017 12:52 pm
by leci
See my post in Scenario etc., but you can alter the MS Excel Specialisms to alter available dates. I have tried to alter the MS Excel Units file, to assign B29 bombers to the Axis - but that is proving problematic.

Re: Cheat codes

Posted: Fri Feb 10, 2017 7:22 pm
by GiveWarAchance
Instead of cheating, there should be an option for players to have extended turn limits as an option when starting a campaign. Sounds like more turns is the main thing people are wanting.

Re: Cheat codes

Posted: Fri Feb 10, 2017 10:11 pm
by Erik2
GiveWarAchance wrote:Instead of cheating, there should be an option for players to have extended turn limits as an option when starting a campaign. Sounds like more turns is the main thing people are wanting.
At one time there was an option for this in the scenario editor.
But it was removed for some reason.

Re: Cheat codes

Posted: Thu Mar 09, 2017 5:17 pm
by vidzm7_slith
I have tried using the cheats on rising sun they did not work

shift+c gives me command console

then i try, say

#warbonds<1000> and nothing happens

similarily if i try

#overtime<60>

what am i doing wrong

Re: Cheat codes

Posted: Thu Mar 09, 2017 5:19 pm
by vidzm7_slith
re issue re not managing to get cheat to work i meant to say

morning sun

and NOT

rising sun

thanks

Re: Cheat codes

Posted: Thu Mar 09, 2017 8:08 pm
by bru888
vidzm7_slith wrote:I have tried using the cheats on rising sun they did not work

shift+c gives me command console

then i try, say

#warbonds<1000> and nothing happens

similarily if i try

#overtime<60>

what am i doing wrong
What people often do is to put in those brackets; the devs really should not have posted cheat codes this way, but how else do you indicate in a list that a number follows the cheat code?

Anyway, try it this way:

#warbonds 1000

#overtime 60

I think you will see that these work. No brackets, but leave a space between the code and the number.

Re: Cheat codes

Posted: Tue Mar 14, 2017 6:11 pm
by vidzm7_slith
many thanks will try

Re: Cheat codes

Posted: Wed Mar 15, 2017 8:56 am
by Erik2
You can use " - # to deduct resources, #warbonds -100

Usable if you want a limited amount of resources, but add too much the first time you run the code.

Re: Cheat codes

Posted: Sun May 07, 2017 1:59 pm
by Navman2854
Hey guys, is there anyway to apply a cheat code singularly? For example, I'm playing a custom scen that has British and US units. Say I want to give the British 100 more RPs but not the US. Whenever I apply the code, both get the 100 points. Any help gratefully appreciated :D

Re: Cheat codes

Posted: Sun May 07, 2017 2:10 pm
by Erik2
Navman2854

Not really.
You could add 100 points, spend all of it on British stuff, then deduct 100 points again. Not perfect, of course.

In the editor you can assign x resources to a specific nation on a specific turn.

Re: Cheat codes

Posted: Mon May 08, 2017 1:42 pm
by Navman2854
Erik wrote:Navman2854

Not really.
You could add 100 points, spend all of it on British stuff, then deduct 100 points again. Not perfect, of course.

In the editor you can assign x resources to a specific nation on a specific turn.
Thanks Erik. Thought I'd ask in case I just wasn't figuring it out. BTW, your reply got me interested in the editor so I spent a couple hours learning that :shock:

Re: Cheat codes

Posted: Sun Jun 04, 2017 10:07 pm
by WWII44
i think there should be a code that forces the ai to end turn in events when the ai is stuck thinking for a lengthy period of time.

Re: Cheat codes

Posted: Mon Jun 05, 2017 8:04 am
by Erik2
WWII44 wrote:i think there should be a code that forces the ai to end turn in events when the ai is stuck thinking for a lengthy period of time.
But would you really like to continue playing knowing that the AI didn't finish moving/attacking etc ...?

Re: Cheat codes

Posted: Mon Jun 05, 2017 6:11 pm
by WWII44
In most cases no, but when the AI is stuck thinking for 30 minutes then yes.

Re: Cheat codes

Posted: Sat Jun 10, 2017 2:27 pm
by vidzm7_slith
i upgraded version (not 342 as i have trouble loading it) and the cheat codes recommended in this forum are not working

any suggestions?

Re: Cheat codes

Posted: Mon Jun 19, 2017 12:43 pm
by Navman2854
vidzm7_slith wrote:i upgraded version (not 342 as i have trouble loading it) and the cheat codes recommended in this forum are not working

any suggestions?
vidzm7_slith,

How are you entering the codes? Show us the exact format and we can see if that may be the problem....

Re: Cheat codes

Posted: Sun Jul 16, 2017 2:52 am
by Der_Kuenstler
What do you put in to TURN ON fog of war after you turned it off? Using the same command doesn't work.

Re: Cheat codes

Posted: Sun Jul 16, 2017 1:11 pm
by bru888
Der_Kuenstler wrote:What do you put in to TURN ON fog of war after you turned it off? Using the same command doesn't work.
Not possible, as far as I know. I even tried saving a "lit up" scenario and calling it back up to see if that would turn the lights off again but that does not work. I'm afraid that, if there is a cheat code for this, it's still in the developer's own fog of war.