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7th Legion PC Game Cheats

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    7th Legion

    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 7th
    Legion/Data
    directory, 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 editing
    them you can "bend
    the rules" so to speak. Some of this is a little technical, but not too
    bad. 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 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 editor's
    material. Anyway, here is everything you never wanted to know about the data
    files... -=- 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 kill
    you (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=destroying
    bases,
    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=have
    everything 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, 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) - 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 exactly
    alike,
    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 similar
    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: 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-fire
    missiles), 3 Faith
    Hammers (best tanks around in my opinion) and 2 Pyroclasts (for good
    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 exactly
    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, except
    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 not
    to 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 of
    these 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 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: 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's
    try 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's
    try...
    DANG IT! IT DOESN'T WORK! Well, I'll tell you why. It's in the
    VDEPEND.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 you
    what's going on.
    You see, just like DEPEND lists dependencies on structures, VDEPEND
    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 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 BOTH
    vdepend.dat & build.dat. Another (easier) way is to change every line in VDEPEND.DAT by changing
    whatever
    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 guess
    (vt_bazooka might be
    mortar guy?), but others are completely arbitrary (vt_mech1c?!?). I
    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 (after
    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... :-<


    7th Legion


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