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7th Legion Cheats

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7th Legion Cheats

All the vehicles you want:
----------------------------------
Finding 7th Legion a bit heavy going? It doesn't have to be such hard workif you use this sneaky cheat. Look at the missions.ini file in your \datadirectory; at the bottom of each mission profile you'll see a header calledPVSTART.This 44-digit number sets the amount of starting vehicles; each digitrepresents the number of vehicles the different units will have at thebeginning of the game. We recommend you take care when editing this though ?you could find that your map will load and your army will explode; it couldbe something to do with the amount of machine gunners...

Here's a list of the numbers and the vehicle they correspond to:

1st digit Ore carrier
2nd digit Ore truck
3rd digit Crusader
4th digit Oppressor
5th digit Crucifier
6th digit APC
7th digit Faith hammer
8th digit Annihilator
9th digit Purifier
17th digit Mortar unit
18th digit Priest
19th digit Medic
20th digit Slaven rider
34th digit Inquisitor AC
35th digit Revelator AC
37th digit Nova AC
39th digit Redeemer AC

The last digit is a mobile construction vehicle (MCV). We suggest youexperiment with the others, but here's an example:PVStart3D00000000700000000000000000000000040000800002. This will give you seven Purifiers, eight Redeemers, four Inquisitors and 2 MCVs. Not bad, eh?

-=- Contents -=-
Intro
Section 1 The MISSION.INI file
Section 2 DEPEND.DAT
Section 3 BUILD.DAT & VDEPEND.DAT
Section 4 GAMETEXT.TXT
Section 5 Credits-=- Intro -=-

This is a description of the elements in certain files in the 7thLegion/Datadirectory, namely "mission.ini", "depend.dat", "build.dat","vdepend.dat" and "gametext.txt".These files control much of the way the game is played, and by editingthem you can "bendthe rules" so to speak. Some of this is a little technical, but not toobad.

Just an idea for all you
I- gotta- make- a- perfect- addon- all- the- time- and- I- know- how- to- do- it- too people: mission.ini is ideal for "mission packs", because allinformation is right there...Just figure out what maps are what, fiddle with start positions a bit,and the briefing textis right there... You can even change the goals/etc., perfect editor'smaterial.

Anyway, here is everything you never wanted to know about the datafiles...

-=- Section 1: The MISSION.INI file -=-I'll describe each line in order here...
[GMission 1]
the mission number (goes from 1,2,3, etc. - duh!)Map=0 the map (corresponds to mapo.000, mapo.001, etc.)Difficulty=2 the difficulty, basically how hard it is to kill them and them to killyou (0-10)

Terrain=0
block set (i.e. tiles), 0=desert, 1=winter, 2=grassland

StartCash=150000
how much cash everyone starts with

AIXtraCash=2000
computer gets this much extra in the beginning

AICheatCount=5
instantly build a couple tanks, etc., for defense

Brief1=Destroy them! Pulverize them!
Brief2=Turn them into floating pieces
Brief3=of scrap metal!
Brief4=But don't let it happen to you...
the description of the mission that shows up (I modified this a bit:))

HowToWin=3 ;0=credits, 1=destroyv, 2=destroyb, [3]=destroyvb how you win... 0=getting credits, 1=destroying vehicles, 2=destroyingbases,
3=destroying everything, 4=repairing (??)

StartX1=84
StartY1=74
StartX2=84
StartY2=74
StartX3=84
StartY3=74
StartX4=84
StartY4=74
4 start locations, randomly picks one - in most single player missions they are all the same

NumAIs=2
number of computer players, or bases, from 1-3

TechLevel=1 ;power,mine,ref,barr - inf,mgun technology level, from 0-9. 0=power plants & barracks, 6=haveeverything to robot hangar & first 3 robots, 9=mines, super lasers, build all robots,everything, other
numbers in between

PVStart=0000000000000004000000000000000000000000001 see below

PAStart=0000000000000000000000000000000000000000000 see below

------------ PVStart specs --------------
This is what most people seem to be interested in... Hmm... Okay, bothPAStart and PVStart
are the same, these are the specs...

There are 43 "bits" in the string, each with the number of eachvehicle to start out with. 0=none, 1=one, etc.--- duh.

I hope it's obvious you can't have more than 9 of each unit :).

I've listed what bit it is, shown what it would look like if you hadjust one of those units, and to the right what the name is andwhat type of vehicle it is.

"Bit 1" (1000000000000000000000000000000000000000000) Ore Carrier
"Bit 2" (0100000000000000000000000000000000000000000) Ore Truck
"Bit 3" (0010000000000000000000000000000000000000000) Crusader (7th tank)
"Bit 4" (0001000000000000000000000000000000000000000) Oppressor (Chosen tank)
"Bit 5" (0000100000000000000000000000000000000000000) Crucifier (7th tank)
"Bit 6" (0000010000000000000000000000000000000000000) APC (7th tank)
"Bit 7" (0000001000000000000000000000000000000000000) Faith Hammer (7th tank)
"Bit 8" (0000000100000000000000000000000000000000000) Crucifier (7th tank)
"Bit 9" (0000000010000000000000000000000000000000000) Annihilator (Chosen tank)
"Bit 10" (0000000001000000000000000000000000000000000) Purifier (7th tank)
"Bit 11" (0000000000100000000000000000000000000000000) blows up??
"Bit 12" (0000000000010000000000000000000000000000000) blows up??
"Bit 13" (0000000000001000000000000000000000000000000) blows up??
"Bit 14" (0000000000000100000000000000000000000000000) blows up??
"Bit 15" (0000000000000010000000000000000000000000000) Machine Gunner (7th unit) *
"Bit 16" (0000000000000001000000000000000000000000000) Machine Gunner (7th unit) *
"Bit 17" (0000000000000000100000000000000000000000000) Mortar Unit (7th unit)
"Bit 18" (0000000000000000010000000000000000000000000) Priest (7th unit)
"Bit 19" (0000000000000000001000000000000000000000000) Medic (7th unit)
"Bit 20" (0000000000000000000100000000000000000000000) Slaven Rider (7th unit)
"Bit 21" (0000000000000000000010000000000000000000000) Marine (7th unit) **
"Bit 22" (0000000000000000000001000000000000000000000) Commander (7th unit)
"Bit 23" (0000000000000000000000100000000000000000000) Air Transport (air unit)
"Bit 24" (0000000000000000000000010000000000000000000) Sparrow (air unit)
"Bit 25" (0000000000000000000000001000000000000000000) Eagle (air unit)
"Bit 26" (0000000000000000000000000100000000000000000) Hovercraft (air unit)
"Bit 27" (0000000000000000000000000010000000000000000) blows up??
"Bit 28" (0000000000000000000000000001000000000000000) blows up??
"Bit 29" (0000000000000000000000000000100000000000000) blows up??
"Bit 30" (0000000000000000000000000000010000000000000) blows up??
"Bit 31" (0000000000000000000000000000001000000000000) blows up??
"Bit 32" (0000000000000000000000000000000100000000000) blows up??
"Bit 33" (0000000000000000000000000000000010000000000) blows up??
"Bit 34" (0000000000000000000000000000000001000000000) Inquisitor (7th mech) ***
"Bit 35" (0000000000000000000000000000000000100000000) Revelator (7th mech)
"Bit 36" (0000000000000000000000000000000000010000000) Light Mech (7th mech) ***
"Bit 37" (0000000000000000000000000000000000001000000) Nova (7th mech)
"Bit 38" (0000000000000000000000000000000000000100000) Pyroclast (Chosen mech) $
"Bit 39" (0000000000000000000000000000000000000010000) Redeemer (7th mech)
"Bit 40" (0000000000000000000000000000000000000001000) blows up??
"Bit 41" (0000000000000000000000000000000000000000100) blows up??
"Bit 42" (0000000000000000000000000000000000000000010) blows up??
"Bit 43" (0000000000000000000000000000000000000000001) Base (aka Mobile Construction Vehicle)

------------ Comments on start units -------------[*] Both machine gunners are called "Machine Gunner" and look exactlyalike,but the second one has 3x much health or whatever.

[**] Maybe it's a bug, but the Marine is COMPLETELY INVISIBLE.Right-click on some unit juststanding there to see where he is, then mark him so you'll be able totell where he is. Maybe
good for sneaking up on enemies?

[***] Both these mechs look exactly the same, I think the light mech hasless armor/power.

[$] The Pyroclast seems to crash the game when used to attack a base,but is fine whenattacking units. Another bug? Oh, and the Pyroclast looks very similarto the Spider.

One annoyance is that many of the units seem to "blow up" immediatelywhen the game starts.Perhaps they have a dependence on something else? Or maybe I should buythe registered
version :).

Another problem is that I can't move most of the air units... I can onlymove Air Carrier,
and it won't do anything anyway. Oh well.

If you have any info on some of the ones I can't figure out (because Ican't get a look at
them :)) please e-mail me (at bottom of file).

-------------- How to use the PVStart chart -----------------All right... Let's use the first mission as a guide.Here's the original version:

PVStart=0000000000000040000000000000000000000000001

If we look at our chart, we see this is:

"Bit 15" (0000000000000040000000000000000000000000000) Machine Gunner +
"Bit 43" (0000000000000000000000000000000000000000001) Base

Or, 4 machine gunners and 1 base.

Let's spice things up. How about 4 Novas (gotta love those rapid-firemissiles), 3 FaithHammers (best tanks around in my opinion) and 2 Pyroclasts (for goodmeasure). And let's
throw in 8 Slaven Riders. Add up the bit fields:

"Bit 7" (0000003000000000000000000000000000000000000) Faith Hammer
"Bit 20" (0000000000000000000800000000000000000000000) Slaven Rider
"Bit 37" (0000000000000000000000000000000000004000000) Nova
"Bit 38" (0000000000000000000000000000000000000200000) Pyroclast
"Bit 43" (0000000000000000000000000000000000000000001) Base

so PVStart=0000003000000000000800000000000000004200001

Don't forget that base, you won't last long without it :).

--------- MMission -----------
You can also edit the MMission parts, which are the multiplayermissions, butI would not recommend it. Not having played online I don't know exactlyhow this works,but my guess is that if you edit these and join a game where it is stillin original form,
things will not go well with you...

If you are the server, it may or may not work... Like I said, I don'tknow how 7th Legion
deals with this.

---------- BMission -----------
Don't forget BMission! This is EXACTLY the same as GMission, exceptGMission=7th Legionmissions and BMission=Chosen missions. Got it? G=Good, B=Bad :-).

-=- Section 2: DEPEND.DAT -=-

This gets a little more complex, or at least cryptic... But notto hard to figure out once you get used to it...

Just read the first line:
bt_base=bt_power
Means:

"To build a power plant, you need a base"Look a little lower where it says: bt_ power=bt_ mine, bt_ refinery, bt_ barracks, bt_ wall

Means:
"To build a mine, refinery, barracks, or wall, you need a power plant"

What use is this file? Well, if you want (or need :)) to get some ofthese things
sooner, try changing the first line to:

bt_base=bt_power,bt_robot

Now you can build a robot hangar without spending 11500 credits to builda barracks &
vehicle factory!

Here is a list of the names and their equivalents:bt_base - duh
bt_power Power Plant
bt_mine Mine (duh again)
bt_refinery Refinery
bt_barracks Barracks
bt_wall Wall
bt_radar Radar thingy
bt_tank Vehicle Factory
bt_gun Defense Gun
bt_hospital Hospital
bt_randd High Tech Lab (I assume randd = research & development)
bt_repair Repair Bay
bt_robot Robot Hangar
bt_bmine Big Mine :)
bt_supergun um... "Super Gun" (laser gun)
bt_naval Naval thingy
bt_air Air thingy
bt_power2 More power plant
bt_advcomms Advanced Communications
bt_chem Chemical plant
bt_silo Silo
bt_shield Shield thingy
bt_pad Pad thingy

NOTE: Unfortunately I don't have the registered version yet, so maybesomeone could fillme in as to what some of the names are... I'm just guessing on thoselast few...

-=- Section 3: BUILD.DAT & VDEPEND.DAT-=-Now this is REALLY interesting... Take a look at the 5th line:

bt_ robot=vt_ mech1, vt_ mech1c, vt_ lmech, vt_ mmech, vt_ spmech, vt_ amech

Hmmm... So you need a Robot Hangar to make these mechs, eh? Well, let'stry adding something..
After the second line, stick this in:

bt_ barracks=vt_ mech1, vt_ mech1c, vt_ lmech, vt_ mmech, vt_ spmech, vt_ amech

Now, we SHOULD be able to build some robots with barracks... Let'stry...

<few minutes later>
DANG IT! IT DOESN'T WORK! Well, I'll tell you why. It's in theVDEPEND.DAT file.
Let's take a look at line 5:

bt_ robot=vt_ mech1, vt_ mech1c, vt_ lmech, vt_ mmech, vt_ spmech, vt_ amech

What the heck?!? It looks like just like BUILD.DAT! Well, I'll tell youwhat's going on.You see, just like DEPEND lists dependencies on structures, VDEPENDlists dependecieson units (or "vehicles", hence the V). So, BUILD tells us we can build a robot with a barracks,
but NOT UNTIL we have built a robot hangar...

So, let's try something... Add the line we made earlier

bt_ barracks=vt_ mech1, vt_ mech1c, vt_ lmech, vt_ mmech, vt_ spmech, vt_ amech

into the VDEPEND.DAT file.
YES! It works! The moral of this story is, always make changes in BOTHvdepend.dat & build.dat.

Another (easier) way is to change every line in VDEPEND.DAT by changingwhateveris on the left (bt_robot in our example) to bt_base. That way the onlyrestrictions are inBUILD.BAT. You'll also notice you can build a whole lot more with abarracks than you
thought... :).

You can get the list of bt_ things from above, but I'm not sure aboutthe vt_items... Some of them are obvious (vt_medic), others you can guess(vt_bazooka might bemortar guy?), but others are completely arbitrary (vt_mech1c?!?). Isuppose just copywhole lines, it doesn't matter much, just experiment. Do some of thework yourself :).

-=- Section 4: GAMETEXT.TXT -=-

This is not really useful, but it's funny... This file has all the textmessages used in the
game, including the menus...

If you have a file called JIVTEXT.TXT, copy it over GAMETEXT.TXT (aftermaking a copy, ofcourse). Now all of the menus and text should be "Jive talk" - Try it out :).

Aside: All you C programmers out there should recognize the text asprintf() format,this would be an easy way to crash the game (changing a %s to %d). Notthat it doesn't
crash enough already... :-<

^

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^

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