regarding MATERIALS OPTION:
Some items you might have to already have ONE of them to begin with, such as Fuel.
At any rate, the best way to get this to work (or the way I created the trainer) is/was this:
Go to the blueprints where you are supposed to unlock the weapons. Highlight one of the weapons. Note the amount of materials required to make it (for instance, some of the high powered Bazookas need Metal and Biological materials). Now toggle the option on and move over the blueprints again and notice that the value has gone up to 20000 for those materials. Toggle the option back off. You now how 20000 of the materials.
I am not sure if the option works in other locations or whatever. Tests working here fine using the latest trainer.
best,
Cal
Damn, managed to develop everything in the game so far.
Is it possible to make it so that it does the same thing when you're in the base building part, or would that be too much work? (That's mainly what I would need resources for)
Edit: Managed to get it working for all the resources I have 0 of, and gmp is one of the things that's actually editable easily, so gmp to -5000000 and sell off the resources and then the option worked!
[Edited by bloodaxis, 9/4/2015 3:36:07 AM]
regarding MATERIALS OPTION:
Some items you might have to already have ONE of them to begin with, such as Fuel.
At any rate, the best way to get this to work (or the way I created the trainer) is/was this:
Go to the blueprints where you are supposed to unlock the weapons. Highlight one of the weapons. Note the amount of materials required to make it (for instance, some of the high powered Bazookas need Metal and Biological materials). Now toggle the option on and move over the blueprints again and notice that the value has gone up to 20000 for those materials. Toggle the option back off. You now how 20000 of the materials.
I am not sure if the option works in other locations or whatever. Tests working here fine using the latest trainer.
best,
Cal
This seems to be working for me, thanks Cal.