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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.

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