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.
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