Wages of War
By pressing 2 and clicking on map location, you will get mortar attack even if the mission you are playing doesn`t use it. Best used by last man on team. In order to activate cheat codes, you must first have caps lock on and hit the "enter" key. If you make a mistake typing a cheat code, you can always hit "enter" to clean the cheat code buffer and type again. If there is a space in the cheat code, you must also type in the space. To turn cheat code mode on, type "BLOOD MONEY". This will allow you to put in cheat codes but will also allow all you to see enemy movements. Typing "BLOOD MONEY" again will turn cheat code mode off. Any cheat codes put in will remain in effect, but you will not be able to activate any more until you turn the cheats on again. BLOOD MONEY Activate cheat codes ADJECTIVES Max out all mercs BILL Max out current merc VERB Extra ammo LIBERTY All weapons and max stats FILL MAGAZINE Abdul's magazine gets two of everything ELBOW ROOM 999 action points NOUN Max health DEADMAN Kill all enemies SMOKE 25 smoke grenades TIMERS 10 satchel charges and 10 timers 911 10 first aid kits STATS Max stats MORTAL Average stats HOUR Add one hour to game time MMIN Add five minutes to mission time SET MINE Place mine at current merc OH DARN 100 random mortar rounds launched BANG Activate all damage links EXPLODE Activate all destroy links SEND IN THE CLOWNS Clown theme OH BOYS Turn clowns off As requested, here is a brief explanation of each of the .dat files. Keep in mind that changing any one of these files may have effects that are not noticeable because of the interrelation of the data with other data. The game may become unstable and/or crash. Please don't report any bugs you find if .dat files were changed. ----------- Weapons.dat ----------- Name WR - Weapon Rating (1-20) - accuracy rating of weapon DC - Damage Class (1-10) - power rating of weapon PEN - Penetration (1-40) - armor penetrating power ENC - Encumbrance Value ADF - Ammo Depletion - range of bullets used in one firing PNC - Panic Rating (1-100) - suppression/panic/berserk power of weapon AOI - Area Of Influence - suppression/panic/berserk range (guns) damage/shock area (grenades) JDB - Jam/Dud/Break (1-5) - likelihood of jamming/etc (also based on mag) COST - Base Cost of Weapon - not used - catalogs determine real cost AMMO - amt. ammo per clip ammo enc - encumbrance of 1 clip ammo cost - Base Cost of Ammo - not used - catalogs determine real cost weapon type - rifle=0,crossbow=1,pistol-2,shotgun=3,machinegun=4, submachinegun=5,no weapon = 6,grenade=7,knife = 8, crewweapon=9,smoke=12,missile launch=14, grenade launch=15 --------------------------------- abduls#.dat, serg#.dat, lock#.dat --------------------------------- First Line - Name Second Line - STOCK (amt in stock for that mag on # mission) - PRICE (price in that magazine) - STATUS (stocked or not) - TYPE (weapon,ammo,equip,weapon2-grenades and such) NOTE: Stock AND Status must both be changed to make weapon available ---------- engwow.dat ---------- Messages that come up during the game. . . --------- Equip.dat --------- First Line - Name Second Line - PEN: armor penetration value ENC: encumbrance value --------- mssn#.dat --------- Animation Files: names of.cor files to load in correct animations Contract: Mission starting date (day of year, year) Advance/Bonus/Deadline: Starting values for advance/bonus/deadline Contract Negotiation: Amounts for advance/bonus/deadline and the chance that a given amount in that range will be accepted Counter: Amount of counter added, and the lo-hi percentage amounts of that counter Prestige: Mission Type (1-private,2-business,3-govt) Entrance Type (1-near ent marker 2-one point 3-chute 4-rappel) # Maps - Number of different maps for that mission Success 1/Success 2 - PSG awarded for meeting success condition(s) WIA/MIA/KIA - penalties for each solder WIA/MIA/KIA Intelligence: Base Cost and Cost per extra day for the intelligence types. Men - Suspected Enemies Experience 1-unproven 2-green 3-line 4-crack 5-elite Firepower 1-light 2-lt to med 3-medium 4-med to heavy 5-heavy Success % chance expected for success Scene Type 0=desert,1=jungle,2=snow,3=night,4=forest Attachments - # of photos/etc. in intel folder Enemy Ratings Chart Number - Number of Enemies NPCs - Number of NPCs Rating - Overall Rating DPR - Damage Point Rating EXP - experience STR - strength AGL - agility WIL - willpower WSK - weapons skill HHC - hand to hand TCH - technical skills ENC - encumbrance total APS - action points There - % chance to be in mission Type 2-enemy 3-6-NPCs types 1 thru 4 7-dog Enemy Weapons Chart Weapon 1,Weapon 2, Ammo Clips for W1, Ammo Clips for W2, Weapon 3 (-1 means no weapon in that slot) Preloaded Equipment - Equipment given to you num weapons, num ammos, num equips if not zeroes, followed by type and number for each one. Start Time: hours/minutes in military time Weather Table - chance for each type of weather (needs to sum to 100) Travel Table - costs of three types and number of days Special Turns - num turns to open safe,computer,etc Type - 1-safe, 2-computer Item - special item needed brought back for success Damage - if not zero, followed by text damage message --------- Mercs.dat --------- Name Nickname Age, Height (feet,inches) Weight (lbs) Nation Missions/Completed (meaningless) Rating / Damage Points / PSG (min PSG you have to hire this person) Avail - currently available EXP - experience STR - strength AGL - agility WIL - willpower WSK - weapons skill HHC - hand to hand TCH - tech skill ENC - encumbrance APS - action points Fees: base salary,bonus/death benefit mail: male or female (1=male/0=female) Description (1 line) Note: a lot of these values are based on the others, and may be recalculated by the computer.