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Hacking Money with CheatEngine
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    ssfsx17 posted on Mar 01, 2011 7:55:14 PM - Report post
     
    Hacking the action cards works perfectly fine. You can set them to give you money, rather than costing any money, too.
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    HaikenEdge posted on Mar 01, 2011 8:07:36 PM - Report post
     
    You got info on this?
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    hupailija posted on Mar 01, 2011 11:41:45 PM - Report post
     
    Well atleast information relating to missions is located in script folder (for me steamapps\common\fate of the world\share\fotw\) as a normal lua files. Haven't yet tried to edit those though (hey, there is dozens of lines per country relating to everything but I'm quite sure that with a bit of modding it's possible to make game to play itself with you just pressing end of turn. (or if that sounds boring, editing it so that you can get nearly unlimited money

    Other thing is that due to way game handles memory I am not sure how easy it is to make trainer (and seeing how easy this game is to mod whether we even need one).

    What I didn't find with my quick look a round was anything relating to cards directly :/. Then again I did skip couple folders completely (and didn't really dive to those lua files so deeply.. cards should be somewhere else after all).
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    hupailija posted on Mar 01, 2011 11:48:03 PM - Report post
     
    Bit more about my earlier post.

    Following files direct following thingies:
    Policy.lua: cards but also all "random" things what happens
    Africa.lua: first mission
    Nam Oil.lua: second mission
    Regions.lua: third mission
    Main: nothing important, don't touch to this.

    Cards are located in Policy.lua, set search to: economic_cost=50 (or higher) and you eventually find all of those. Btw skip all which economic_cost=0, those are not important to player. Oh and do remember to use notepad ++ (or similar more advanced file editor) to open these... you want to keep file format same but you also want to see where lines ends

    [Edited by hupailija, 3/1/2011 11:48:56 PM]

    [Edited by hupailija, 3/1/2011 11:53:27 PM]
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    hupailija posted on Mar 02, 2011 3:06:55 AM - Report post
     
    I think that key of changing starting materials is in lines:

    rsrc_coal_discovered=4627512,
    rsrc_coal_turnsleft=33,

    (there is similar for every material, I think that key to get infinite suply of all of those one would have to triple both of those (and do similar change to other materials). Warning this haven't been tested and I am definetely not sure what happens...)

    convuranium_discovered=173901,
    convuranium_empu=0,
    convuranium_produced=21036,
    convuranium_production=1056,
    convuranium_production_ceil=1056,

    These lines contains information of how much uranium there is and how much it is produced at start... Again I think that by adding 0 to end of all these strings you could turn whole world to work with only fission power (notice though that second line is strange)... And this haven't been tested either

    forestry_annual_change_base=-519,

    these lines contains information of how much forest countries will lose per year, turning it all to positive would mean that world would eventually turn to paradise.

    forestry_annual_change_temp_product=1,

    right under it, would make game play itself if line over it would be turned positive. Basically by making countries product at start say 1000 new forest and each forest changing temp by 1-2 climate disaster should be prevented before game even starts.

    defense_drought=0,
    defense_erosion=0,
    defense_famine=0,
    defense_flood=0,
    defense_sealevel=0,
    defense_storms=0,
    defense_wildfire=0,

    These lines contains country resistance towards climate disasters, I'm not sure how it works yet, but setting everything to 1 at start should prevent disasters (atleast in the beginning)

    risk_coastal_vulnerability=27,
    risk_drought_chance=8,
    risk_drought_severity=8,
    risk_erosion_chance=5,
    risk_erosion_severity=5,
    risk_famine=-6,
    risk_flood_chance=5,
    risk_flood_severity=2,
    risk_heatwave_chance=20,
    risk_heatwave_severity=9,
    risk_storms_chance=8,
    risk_storms_severity=3,
    risk_wildfire=11,

    Lines tells to game whats chance that new risk borns and whats severity of it, Setting all to 0 means that country won't ever have any risk of any climate changes, setting all to 1 would mean that there is little risk.

    After that game tells when new technologies comes, setting all to 1 means that you start with all techs.

    Thats all I have this time, remember I haven't tested anything so this all bases just to reading code while I have been boring on work.
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    HaikenEdge posted on Mar 02, 2011 6:31:18 AM - Report post
     
    To add to that, the "fund_contribution" entry for each region determines how much the region gives in terms of money; by default, it's set to "1e-11" and setting it to "1e11" will give massive capital.

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    timdraco posted on Nov 22, 2011 8:06:43 AM - Report post
     
    This no longer works. Trainer needs to be updated as well.
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