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7th Legion

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-=- Contents -=-


Section 1: The MISSION.INI file

Section 2: DEPEND.DAT



Section 5: Credits

-=- Intro -=-
This is a description of the elements in certain files in the


directory, namely "mission.ini", "depend.dat",

"vdepend.dat" and "gametext.txt".

These files control much of the way the game is played, and
by editing

them you can "bend

the rules" so to speak. Some of this is a little technical,
but not too

Just an idea for all you


people: mission.ini is ideal for "mission packs",
because all

information is right there...

Just figure out what maps are what, fiddle with start positions
a bit,

and the briefing text

is right there... You can even change the goals/etc., perfect

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

-=- 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!)


the map (corresponds to mapo.000, mapo.001, etc.)


the difficulty, basically how hard it is to kill them and them
to kill

you (0-10)

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

how much cash everyone starts with

computer gets this much extra in the beginning

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=destroying


3=destroying everything, 4=repairing (??)








4 start locations, randomly picks one - in most single player

they are all the same

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=have

everything to robot

hangar & first 3 robots, 9=mines, super lasers, build all

everything, other

numbers in between

see below

see below
------------ PVStart specs --------------

This is what most people seem to be interested in... Hmm...
Okay, both

PAStart and PVStart

are the same, these are the specs...
There are 43 "bits" in the string, each with the
number of each

vehicle 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 had

just one of those units, and to the right what the name is and

what 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)

(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 exactly


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 just

standing there to see where he is, then mark him so you'll be
able to

tell where he is. Maybe

good for sneaking up on enemies?
[***] Both these mechs look exactly the same, I think the light
mech has

less armor/power.
[$] The Pyroclast seems to crash the game when used to attack
a base,

but is fine when

attacking units. Another bug? Oh, and the Pyroclast looks very

to the Spider.
One annoyance is that many of the units seem to "blow
up" immediately

when the game starts.

Perhaps they have a dependence on something else? Or maybe I
should buy

the registered

version :).
Another problem is that I can't move most of the air units...
I can only

move 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 I

can'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:
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

missiles), 3 Faith

Hammers (best tanks around in my opinion) and 2 Pyroclasts (for

measure). 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 multiplayer

missions, but

I would not recommend it. Not having played online I don't know

how this works,

but my guess is that if you edit these and join a game where
it is still

in 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't

know how 7th Legion

deals with this.
---------- BMission -----------

Don't forget BMission! This is EXACTLY the same as GMission,

GMission=7th Legion

missions 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

to hard to figure out once you get used to it...
Just read the first line:


"To build a power plant, you need a base"

Look a little lower where it says:


"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 of

these things

sooner, try changing the first line to:
Now you can build a robot hangar without spending 11500 credits
to build

a 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 maybe

someone could fill

me in as to what some of the names are... I'm just guessing
on those

last few...
-=- Section 3: BUILD.DAT & VDEPEND.DAT-=-

Now this is REALLY interesting... Take a look at the 5th line:
Hmmm... So you need a Robot Hangar to make these mechs, eh?
Well, let's

try adding something..

After the second line, stick this in:
Now, we SHOULD be able to build some robots with barracks...


DANG IT! IT DOESN'T WORK! Well, I'll tell you why. It's in the


Let's take a look at line 5:
What the heck?!? It looks like just like BUILD.DAT! Well, I'll
tell you

what's going on.

You see, just like DEPEND lists dependencies on structures,

lists dependecies

on 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
into the VDEPEND.DAT file.

YES! It works! The moral of this story is, always make changes

vdepend.dat & build.dat.
Another (easier) way is to change every line in VDEPEND.DAT
by changing


is on the left (bt_robot in our example) to bt_base. That way
the only

restrictions are in

BUILD.BAT. You'll also notice you can build a whole lot more
with a

barracks than you

thought... :).
You can get the list of bt_ things from above, but I'm not
sure about

the vt_

items... Some of them are obvious (vt_medic), others you can

(vt_bazooka might be

mortar guy?), but others are completely arbitrary (vt_mech1c?!?).

suppose just copy

whole lines, it doesn't matter much, just experiment. Do some
of the

work yourself :).
-=- Section 4: GAMETEXT.TXT -=-
This is not really useful, but it's funny... This file has
all the text

messages used in the

game, including the menus...
If you have a file called JIVTEXT.TXT, copy it over GAMETEXT.TXT

making a copy, of

course). 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 as

printf() format,

this would be an easy way to crash the game (changing a %s to
%d). Not

that it doesn't

crash enough already... :-<

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