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LiamRiordan

The Rambling KR Player
70 Badges
Aug 4, 2008
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Event Cheats v0.9.6 BETA 1 - 8th January

Has the Soviet manpower count got you down? Or has the German technological superiority rendered your years of research moot? Well now, you need to install my Event Cheats mod, my fellow player!

I've been playing Hearts of Iron II and Darkest Hour for a good while now, and while I do enjoy the odd honest game that challenges my wits. Well, there are times where I just want to watch the world burn or re-create history in my image. Such as an Irish Empire of Britannia. With these mods you are capable of doing all kinds of crazy and stupid things! Like, invade Japan as Iraq! Get nuclear aircraft carriers as Ireland in the forties! Have two hundred CAS units sitting on the German border as Poland! Or even, build units instantly! Or just give you that little bit of an edge in an honest game or an AAR.

I'm constantly trying to improve these cheats and make not only my game more enjoyable, but yours too!

Just remember, its not cheating, its pushing the boundaries of the game! :cool:


Event Cheats Releases:
0.9.6 BETA 1 Release


0.9.6 BETA 1 Homeland Version 0.1 for Homeland version 2

https://www.box.com/s/eluzgqquedm4dy4xoem1 - DHEC 0.9.6b1 - HL 0.1.7z
https://www.box.com/s/0oha9d8z3m9s5ky3almi - DHEC 0.9.6b1 - HL 0.1.zip


0.9.5 BETA Releases
  • 0.9.5 BETA 3

  • 0.9.5 BETA 2

Testing would be GREATLY appreciated since my Darkest Hour time is greatly limited thanks to real life commitments.

  • 0.9.4 Release

Now a tutorial!! Sorry for the rambling :glare: ##WARNING - Tutorial does not conform with current event cheats version, but general idea is the same, new video is coming.##
[video=youtube;_wq6hXCLG08]http://www.youtube.com/watch?v=_wq6hXCLG08[/video]

Compatibility List

The cheats are compatible with the following mods: (for versions 0.9.5 and prior)
  • Darkest Hour Full (Patch 1.03 RC 1 & 2)
  • Darkest Hour Full (compatible with 1.2)
  • Darkest Hour Light (excluding Doomsday and Battle Scenarios)
  • Kaiserreich v1.1 & v1.2 & v1.3
  • Arms and Armistice
  • Road to Doomsday
  • New World Order 2
  • Bonaparte Legacy
  • Total Realism Project (NOTE: Most tech blueprints are not able to be acquired, different ID's)
  • DH Flagchange Project (reported, not tested myself)
  • Communist Germany
  • Democratic Germany
  • Hegemonia 1.5 (on version cheats event v0.9.4)
  • Fallout Doomsday 2.0
  • World in Flames 2
Incompatible with:

  • Hegemonia (on version cheats event v0.9.3)
Let me know if they work or doesn't work with other mods!

Warning!
A fair warning everyone, the Game will crash if you have completed all the tech for a unit (as in it can't upgrade anymore) and click to see such units stats. It will show as Game Not Found. You will have to wait for a new patch to fix this. so for the time being comment out the modern tanks cheat.


0.9.6 BETA 1 Cheats List

#####################
#CHEAT/MODIFIER LIST#
#####################

Here is a list of modifiers in this version:

### Decision cheat events (no need to fire them in the console, its automatic)

8100000 - Cheats activation
8100100 - Cheats de-activation
8100200 - Industry & Production modifier cheats
8100300 - General National modifier cheats
8100400 - Military Modifier Events
8100500 - Belligerence and Dissent Modifier Events
8100600 - Blueprints events decision
8100700 - Minor Nations Booster Pack
8100800 - National Building Pack
8100900 - Ground Divisions Modifier
8100901 - Ground Brigade Modifier
8100902 - Naval Divisions Modifier
8100903 - Naval Brigades Modifier
8100904 - Air Unit Modifier

### Actual cheats

8010000 - Repair modifier
8010100 - HQ efficiency modifier
8010200 - Combat event chance modifier
8010300 - Land units defence stat modifier
8010301 - Special forces attack stat modifier (marines for amphibious assaults, paratroopers for airbourne assault)
8010400 - Leaders skill modifier
8010500 - Base IC modifier via contruction or removal of factories in provinces (if the technology to build them is researched)
8010501 - Industrial capacity off-map modifier event
8010600 - IC efficiency modifier
8010700 - Land forces production rate modifier
8010800 - Naval units production rate modifier
8010900 - Air units production modifier
8011000 - Province structure production rate modifier
8011100 - Transport Capacity Modifier
8011200 - Occupied land TC modifier
8011300 - Research efficiency modifier
8011400 - Supply production efficiency modifier
8011500 - Resouce production boosted off map modifier, meaning free energy, oil etc
8011600 - Dissent modifier
8011700 - Belligerence modifier
8011900 - Gives blueprints for Vanilla technologies ( DH Light and legacy technology mods )
8012000 - Gives Infantry & Armour Blueprints
8012100 - Gives Naval & Aircraft Blueprints
8012200 - Gives Industrial Blueprints
8012300 - Gives Land Doctrine Blueprints
8012400 - Gives Secret Weapons Blueprints
8012500 - Gives Naval Doctrine Blueprints
8012600 - Gives Air Doctrine Blueprints
8013000 - Gives 10 randomly selected owned/annexed provinces 100% base infrastructure (if the technology to build them is researched)
8013001 - Gives 10 randomly selected owned/annexed provinces a level 10 radar station (if the technology to build them is researched)
8013002 - Gives 10 randomly selected owned/annexed provinces a level 10 anti-aircraft battery (if the technology to build them is researched)
8013003 - Gives 1 randomly selected owned/annexed provinces a level 10 rocket site (if the technology to build them is researched)
8013004 - Gives 10 randomly selected owned/annexed provinces a level 10 land fort (if the technology to build them is researched)
8013005 - Gives 1 randomly selected owned/annexed provinces a level 10 nuclear reactor (if the technology to build them is researched)
8013006 - Gives 10 randomly selected owned/annexed provinces a level 10 air base (if the technology to build them is researched)
8013100 - Gives you or a TAG'd nation 10% more belligerence.
e.g. "event 80131 eng" will force the AI controlling the nation using ENG tag (usually United Kingdom) 10% more belligerence. Useful if Democracy can start war is turned off. To find out what the TAG of a nation in-game, look in the config folder of the mod, be it Darkest Hour or any mod, and open "world_names.csv", it will list all the TAG's used.
8014000 - Manpower pool modifier
8020000 - Gives three top tier armour units, or three top tier motorized units (may give mixed results with other mods that tamper with unit parameters.)
8020100 - Minor nation booster pack with varying degrees of boosts, ranging from IC with resources to run them and military units for free.

8015000 - ARM modifier
8015001 - MTN modifier
8015002 - CAV modifier
8015003 - GAR modifier
8015004 - HQ modifier
8015005 - INF modifier
8015006 - MAR modifier
8015007 - MEC modifier
8015008 - MIL modifier
8015009 - MOT modifier
8015010 - PAR modifier
8015100 - AA modifier
8015101 - M.Arm modifier
8015102 - AC modifier
8015103 - ART modifier
8015104 - ENG modifier
8015105 - H.Arm modifier
8015106 - L.Arm modifier
8015107 - Pol modifier
8015108 - Cav modifier
8015109 - SP.Art modifier
8015110 - SP.AA modifier
8015111 - SH.Arm modifier
8015112 - TD modifier
8015113 - Glider Art modifier
8015114 - Glider Arm modifier
8015115 - Super Heavy Artillery modifier

8015200 - BC Modifier
8015201 - BB Modifier
8015201 - CV Modifier
8015202 - DD Modifier
8015203 - CVE Modifier
8015204 - CA Modifier
8015205 - CL Modifier
8015206 - H SS Modifier
8015207 - SS Modifier
8015208 - TRA Modifier
8015210 - CVL Modifier

8015300 - Capital AA Modifier
8015301 - Escort AA Modifier
8015302 - CAG Modifier
8015303 - Capital FC Modifier
8015304 - Escort FC Modifier
8015305 - Capital Radar Modifier
8015306 - Escort Radar Modifier
8015307 - Seaplane Modifier
8015308 - Torpedoes Modifier
8015309 - Capital IH Modifier
8015309 - Escort IH Modifier
8015311 - Light CAG modifer

8015400 - CAS Modifier
8015401 - INT Modifier
8015402 - FTR Modifier
8015403 - NAV Modifier
8015404 - STR Modifier
8015405 - TAC Modifier
8015406 - AirTRA Modifier
8015407 - Esc.F Modifier


0.9.5 BETA 3 Cheats List


#####################
#CHEAT/MODIFIER LIST#
#####################

Here is a list of modifiers in this version:

### Decision cheat events (no need to fire them in the console, its automatic)

8100000 - Cheats activation
8100100 - Cheats de-activation
8100200 - Industry & Production modifier cheats
8100300 - General National modifier cheats
8100400 - Military Modifier Events
8100500 - Belligerence and Dissent Modifier Events
8100600 - Blueprints events decision
8100700 - Minor Nations Booster Pack
8100800 - National Building Pack
8100900 - Ground Divisions Modifier
8100901 - Ground Brigade Modifier
8100902 - Naval Divisions Modifier
8100903 - Naval Brigades Modifier
8100904 - Air Unit Modifier

### Actual cheats

8010000 - Repair modifier
8010100 - HQ efficiency modifier
8010200 - Combat event chance modifier
8010300 - Land units defence stat modifier
8010301 - Special forces attack stat modifier (marines for amphibious assaults, paratroopers for airbourne assault)
8010400 - Leaders skill modifier
8010500 - Base IC modifier via contruction or removal of factories in provinces (if the technology to build them is researched)
8010501 - Industrial capacity off-map modifier event
8010600 - IC efficiency modifier
8010700 - Land forces production rate modifier
8010800 - Naval units production rate modifier
8010900 - Air units production modifier
8011000 - Province structure production rate modifier
8011100 - Transport Capacity Modifier
8011200 - Occupied land TC modifier
8011300 - Research efficiency modifier
8011400 - Supply production efficiency modifier
8011500 - Resouce production boosted off map modifier, meaning free energy, oil etc
8011600 - Dissent modifier
8011700 - Belligerence modifier
8011900 - Gives blueprints for Vanilla technologies ( DH Light and legacy technology mods )
8012000 - Gives Infantry & Armour Blueprints
8012100 - Gives Naval & Aircraft Blueprints
8012200 - Gives Industrial Blueprints
8012300 - Gives Land Doctrine Blueprints
8012400 - Gives Secret Weapons Blueprints
8012500 - Gives Naval Doctrine Blueprints
8012600 - Gives Air Doctrine Blueprints
8013000 - Gives 10 randomly selected owned/annexed provinces 100% base infrastructure (if the technology to build them is researched)
8013001 - Gives 10 randomly selected owned/annexed provinces a level 10 radar station (if the technology to build them is researched)
8013002 - Gives 10 randomly selected owned/annexed provinces a level 10 anti-aircraft battery (if the technology to build them is researched)
8013003 - Gives 1 randomly selected owned/annexed provinces a level 10 rocket site (if the technology to build them is researched)
8013004 - Gives 10 randomly selected owned/annexed provinces a level 10 land fort (if the technology to build them is researched)
8013005 - Gives 1 randomly selected owned/annexed provinces a level 10 nuclear reactor (if the technology to build them is researched)
8013006 - Gives 10 randomly selected owned/annexed provinces a level 10 air base (if the technology to build them is researched)
8013100 - Gives you or a TAG'd nation 10% more belligerence.
e.g. "event 80131 eng" will force the AI controlling the nation using ENG tag (usually United Kingdom) 10% more belligerence. Useful if Democracy can start war is turned off. To find out what the TAG of a nation in-game, look in the config folder of the mod, be it Darkest Hour or any mod, and open "world_names.csv", it will list all the TAG's used.
8014000 - Manpower pool modifier
8020000 - Gives three top tier armour units, or three top tier motorized units (may give mixed results with other mods that tamper with unit parameters.)
8020100 - Minor nation booster pack with varying degrees of boosts, ranging from IC with resources to run them and military units for free.

8015000 - ARM modifier
8015001 - MTN modifier
8015002 - CAV modifier
8015003 - GAR modifier
8015004 - HQ modifier
8015005 - INF modifier
8015006 - MAR modifier
8015007 - MEC modifier
8015008 - MIL modifier
8015009 - MOT modifier
8015010 - PAR modifier
8015100 - AA modifier
8015101 - M.Arm modifier
8015102 - AC modifier
8015103 - ART modifier
8015104 - ENG modifier
8015105 - H.Arm modifier
8015106 - L.Arm modifier
8015107 - Pol modifier
8015108 - Cav modifier
8015109 - SP.Art modifier
8015110 - SP.AA modifier
8015111 - SH.Arm modifier
8015112 - TD modifier

8015200 - BC Modifier
8015201 - BB Modifier
8015201 - CV Modifier
8015202 - DD Modifier
8015203 - CVL Modifier
8015204 - CA Modifier
8015205 - CL Modifier
8015206 - H SS Modifier
8015207 - SS Modifier
8015208 - TRA Modifier

8015300 - Capital AA Modifier
8015301 - Escort AA Modifier
8015302 - CAG Modifier
8015303 - Capital FC Modifier
8015304 - Escort FC Modifier
8015305 - Capital Radar Modifier
8015306 - Escort Radar Modifier
8015307 - Seaplane Modifier
8015308 - Torpedoes Modifier
8015309 - Capital IH Modifier
8015309 - Escort IH Modifier

8015400 - CAS Modifier
8015401 - INT Modifier
8015402 - FTR Modifier
8015403 - NAV Modifier
8015404 - STR Modifier
8015405 - TAC Modifier
8015406 - AirTRA Modifier
8015407 - Esc.F Modifier

0.9.5 BETA 2 Cheats List

#####################
#CHEAT/MODIFIER LIST#
#####################

Here is a list of modifiers in this version:

### Decision cheat events (no need to fire them in the console, its automatic)

8100000 - Cheats activation
8100100 - Cheats de-activation
8100200 - Industry & Production modifier cheats
8100300 - General National modifier cheats
8100400 - Military Modifier Events
8100500 - Belligerence and Dissent Modifier Events
8100600 - Blueprints events decision
8100700 - Minor Nations Booster Pack
8100800 - National Building Pack
8100900 - Ground Divisions Modifier
8100901 - Ground Brigade Modifier

### Actual cheats

8010000 - Repair modifier
8010100 - HQ efficiency modifier
8010200 - Combat event chance modifier
8010300 - Land units defence stat modifier
8010301 - Special forces attack stat modifier (marines for amphibious assaults, paratroopers for airbourne assault)
8010400 - Leaders skill modifier
8010500 - Base IC modifier via contruction or removal of factories in provinces (if the technology to build them is researched)
8010501 - Industrial capacity off-map modifier event
8010600 - IC efficiency modifier
8010700 - Land forces production rate modifier
8010800 - Naval units production rate modifier
8010900 - Air units production modifier
8011000 - Province structure production rate modifier
8011100 - Transport Capacity Modifier
8011200 - Occupied land TC modifier
8011300 - Research efficiency modifier
8011400 - Supply production efficiency modifier
8011500 - Resouce production boosted off map modifier, meaning free energy, oil etc
8011600 - Dissent modifier
8011700 - Belligerence modifier
8011900 - Gives blueprints for Vanilla technologies ( DH Light and legacy technology mods )
8012000 - Gives Infantry & Armour Blueprints
8012100 - Gives Naval & Aircraft Blueprints
8012200 - Gives Industrial Blueprints
8012300 - Gives Land Doctrine Blueprints
8012400 - Gives Secret Weapons Blueprints
8012500 - Gives Naval Doctrine Blueprints
8012600 - Gives Air Doctrine Blueprints
8013000 - Gives 10 randomly selected owned/annexed provinces 100% base infrastructure (if the technology to build them is researched)
8013001 - Gives 10 randomly selected owned/annexed provinces a level 10 radar station (if the technology to build them is researched)
8013002 - Gives 10 randomly selected owned/annexed provinces a level 10 anti-aircraft battery (if the technology to build them is researched)
8013003 - Gives 1 randomly selected owned/annexed provinces a level 10 rocket site (if the technology to build them is researched)
8013004 - Gives 10 randomly selected owned/annexed provinces a level 10 land fort (if the technology to build them is researched)
8013005 - Gives 1 randomly selected owned/annexed provinces a level 10 nuclear reactor (if the technology to build them is researched)
8013006 - Gives 10 randomly selected owned/annexed provinces a level 10 air base (if the technology to build them is researched)
8013100 - Gives you or a TAG'd nation 10% more belligerence.
e.g. "event 80131 eng" will force the AI controlling the nation using ENG tag (usually United Kingdom) 10% more belligerence. Useful if Democracy can start war is turned off. To find out what the TAG of a nation in-game, look in the config folder of the mod, be it Darkest Hour or any mod, and open "world_names.csv", it will list all the TAG's used.
8014000 - Manpower pool modifier
8020000 - Gives three top tier armour units, or three top tier motorized units (may give mixed results with other mods that tamper with unit parameters.)
8020100 - Minor nation booster pack with varying degrees of boosts, ranging from IC with resources to run them and military units for free.
8015000 - ARM modifier
8015001 - MTN modifier
8015002 - CAV modifier
8015003 - GAR modifier
8015004 - HQ modifier
8015005 - INF modifier
8015006 - MAR modifier
8015007 - MEC modifier
8015008 - MIL modifier
8015009 - MOT modifier
8015010 - PAR modifier
8015100 - AA modifier
8015101 - M.Arm modifier
8015102 - AC modifier
8015103 - ART modifier
8015104 - ENG modifier
8015105 - H.Arm modifier
8015106 - L.Arm modifier
8015107 - Pol modifier
8015108 - Cav modifier
8015109 - SP.Art modifier
8015110 - SP.AA modifier
8015111 - SH.Arm modifier
8015112 - TD modifier

0.9.4 Release Cheat List:

#####################
#CHEAT/MODIFIER LIST#
#####################

Here is a list of modifiers in this version:

### Decision cheat events (no need to fire them in the console, its automatic)

8100000 - Cheats activation decision
8100100 - Cheats de-activation decision
8100200 - Industry & Production modifier cheats decision
8100300 - General National modifier cheats decision
8100400 - Military Modifier Events decision
8100500 - Belligerence and Dissent Modifier Events decision
8100600 - Blueprints events decision
8100700 - Minor Nations Booster Pack decision
8100800 - National Building Pack decision

### Actual cheats

8010000 - Repair modifier
8010100 - HQ efficiency modifier
8010200 - Combat event chance modifier
8010300 - Land units defence stat modifier
8010301 - Special forces attack stat modifier (marines for amphibious assaults, paratroopers for airbourne assault)
8010400 - Leaders skill modifier
8010500 - Base IC modifier via construction or removal of factories in provinces (if the technology to build them is researched)
8010501 - Industrial capacity off-map modifier event
8010600 - IC efficiency modifier
8010700 - Land forces production rate modifier
8010800 - Naval units production rate modifier
8010900 - Air units production modifier
8011000 - Province structure production rate modifier
8011100 - Transport Capacity Modifier
8011200 - Occupied land TC modifier
8011300 - Research efficiency modifier
8011400 - Supply production efficiency modifier
8011500 - Resource production boosted off map modifier, meaning free energy, oil etc
8011600 - Dissent modifier
8011700 - Belligerence modifier
8011900 - Gives blueprints for Vanilla technologies ( DH Light and legacy technology mods )
8012000 - Gives Infantry & Armour Blueprints
8012100 - Gives Naval & Aircraft Blueprints
8012200 - Gives Industrial Blueprints
8012300 - Gives Land Doctrine Blueprints
8012400 - Gives Secret Weapons Blueprints
8012500 - Gives Naval Doctrine Blueprints
8012600 - Gives Air Doctrine Blueprints
8013000 - Gives 10 randomly selected owned/annexed provinces 100% base infrastructure (if the technology to build them is researched)
8013001 - Gives 10 randomly selected owned/annexed provinces a level 10 radar station (if the technology to build them is researched)
8013002 - Gives 10 randomly selected owned/annexed provinces a level 10 anti-aircraft battery (if the technology to build them is researched)
8013003 - Gives 1 randomly selected owned/annexed provinces a level 10 rocket site (if the technology to build them is researched)
8013004 - Gives 10 randomly selected owned/annexed provinces a level 10 land fort (if the technology to build them is researched)
8013005 - Gives 1 randomly selected owned/annexed provinces a level 10 nuclear reactor (if the technology to build them is researched)
8013006 - Gives 10 randomly selected owned/annexed provinces a level 10 air base (if the technology to build them is researched)
8013100 - Gives you or a TAG'd nation 10% more belligerence.
e.g. "event 8013100 eng" will force the AI controlling the nation using ENG tag (usually United Kingdom) 10% more belligerence. Useful if Democracy can start war is turned off. To find out what the TAG of a nation in-game, look in the config folder of the mod, be it Darkest Hour or any mod, and open "world_names.csv", it will list all the TAG's used.
8014000 - Manpower pool modifier
8020000 - Gives three top tier armour units, or three top tier motorized units (may give mixed results with other mods that tamper with unit parameters.)
8020100 - Minor nation booster pack with varying degrees of boosts, ranging from IC with resources to run them and military units for free.


0.9.6 BETA Changelog

Changelog for DHEC 0.9.6

BETA 1

  • Added glider artillery, glider armour, super heavy artillery and light CAG build time modifiers
  • Added glider artillery, glider armour, super heavy artillery and light CAG stat modifiers
  • Updated decision events for new modifiers
  • Added testing flag trigger to try and sleep all cheat events, making triggered only by the player when wanted

0.9.5 BETA Changelog


Changelog for DHEC 0.9.5

BETA 1

  • Added event ID's to every event in description, this is done to make it easier to memorize cheat numbers for players who prefer to manually enter cheat codes.
  • Added -1000% research option in "Scientists spy on future" upon request #8011300
  • Some typos corrected
  • Added dissent penalties to dissent modifier cheat #8011600
  • Added ground forces soft/hard attack and air attack/defence modifier cheats #8015000 - 8015010
BETA 2

  • Edited decision and event pictures for easier identification
  • Added defensiveness and toughness to land unit boosters
  • Added max speed modifiers to land units
  • Added maximum organisation and morale to land units modifiers
  • Added decision event for land division modifiers #8100900
  • TAG's updated for decisions
  • Added modifiers for land unit brigades #8015100 - #8015112
  • Added decision event for land unit brigade modifiers #8100901
BETA 3


  • Removed all TAG requirements from all decision events, this should improve compatibility
  • Added naval unit modifiers #8015200 - #8015209
  • Added naval brigade modifiers #8015300 - #8015210
  • Added air unit modifiers #8015400 - #8015407
  • Added "Cancel" command to "Manpower Modifiers!" #8014000
  • Added decision events to activate naval and air units modifiers #8100902 - #8100904
  • Updated README for new cheat codes
Changelog from 0.9.41 to 0.9.42
################
#Change Log v0.9.42 #
################


  • Updated land forces defence modifier cheat to be more efficient structure wise
  • Added a new special forces attack cheat that gives marines better amphibious attack, and paratroopers get better airborne assault attack
  • Added new buildings cheat events that grant nuclear reactors, airbases, anti-aircraft, land forts, rocket site, and radar stations
  • Added new cheat event to grant cheat modifier that gives or removes Ic off-map
  • Modified the Minor Nation Booster #8020100 to give IC off-map other than on map, due to some nations needing to research the corresponding technology.
  • Updated decision events to account for the new events
  • Updated all event cheat numbers in an attempt to increase compatibility with other mods
  • Added missing VIC tag, I hope I got them all now.
  • Repaired outdated blueprints event ID's

Screenshots:





I have no idea if it's still being updated but here is a new beta version for the fans!

BETA 7


# - Fixed the Null brigades errors.
# - Added a Spy Booster Cheat under the General Nation Modifiers tab.
# - Added the Manpower and Spawn modern Tanks and Motorized under the Military Modifiers tab
# - Added a Build Industry event under the Nation Building tab. it will give 100 IC in a single province.

http://www.mediafire.com/?okmk4kn306b9dyq

Many thanks to Supeerme!
 

Attachments

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Last edited:
This update literally took me 10 minutes since I just had to find the unit types, and through learning how build times work, add them into the events.
 
This update literally took me 10 minutes since I just had to find the unit types, and through learning how build times work, add them into the events.

would you mind if I help you with this? I am changing some of the events and adding new ones as well.
 
Did you set the auto sliders to AI control? I had the AI slamming lots of IC into Consumer Goods too, and still do. Seems like the need for money overshadows supplies, however I do add a supplies cheat. Will take a look.

EDIT: Yup, AI seems to love money but still produces slightly more than needed supplies in my game. Maybe its due to the greater autonomy of the intelligence system, though I had it turned on manual/0 in the test.
 
Did you set the auto sliders to AI control? I had the AI slamming lots of IC into Consumer Goods too, and still do. Seems like the need for money overshadows supplies, however I do add a supplies cheat. Will take a look.

Well, when I boosted IC, the Consumer Needs also went up. I don't believe it was set to AI control.
For example, if I had 250 IC and a Consumer Needs of 8, and I boosted my IC to 300, the Consumer Needs would shoot up in proportion to the increase in Base IC. Basically rendering the event useless. For Germany, it seems, it is almost impossible to keep dissent down. :/
 
That should not happen, the Base IC should not make the need for consumer goods go up. I think, normally doesn't affect my (cheated) games

Try using the 80101 cheat to add 20% efficiency to your Base IC, that may counteract your problem. I use it five times normally for a 100% boost.
 
That should not happen, the Base IC should not make the need for consumer goods go up. I think, normally doesn't affect my (cheated) games

Try using the 80101 cheat to add 20% efficiency to your Base IC, that may counteract your problem. I use it five times normally for a 100% boost.

I'll try a reinstallation of the mod, perhaps a .txt file is screwed up somewhere. Are you also playing on the patched 1.1 version, by chance?
 
For some reason this mod isn't working in the 1936 scenario at all, it works fine in the 1914 one, but whenever I play 1936 none of the events work. o.o

The scenario uses a different file to refer to which events are included. one is 1914_events, the other is events. They probably forgot to include the file with the cheats in the 1936 list.
 
The scenario uses a different file to refer to which events are included. one is 1914_events, the other is events. They probably forgot to include the file with the cheats in the 1936 list.

Nope, it works in both. You have to put it in Darkest Hour Full and Light. If you follow the directions EXACTLY, it will work.
 
I'll try a reinstallation of the mod, perhaps a .txt file is screwed up somewhere. Are you also playing on the patched 1.1 version, by chance?
I am using 1.0, I am refraining from trying the BETA patch since, well I play Kaiserreich more.

For some reason this mod isn't working in the 1936 scenario at all, it works fine in the 1914 one, but whenever I play 1936 none of the events work. o.o
If you place the cheats file into the following location:
C:\Games\Darkest Hour\Mods\Darkest Hour Full\db\events

Then write the following line into the file 1914_events which is located here:
C:\Games\Darkest Hour\Mods\Darkest Hour Full\db

Here is what you write:
Code:
event = "db\events\Cheats.txt"

That means the 1914 scenario and the 1936 scenario should pick it up, it does in my games.

However, you could also try pasting that code into the events.txt file which is in the same folder at the 1914_events to make sure.

Post again if you still get issues.
 
Hi Liam, I followed your instructions to the dot and it won't work. Is there something I am missing? Is it because I have it on Steam?

Also, do I type event 80100 to get the events to fire or do I simply type 80100? I tried both ways but it won't work.
 
I haven't got the Steam version so I don't know for sure what the problem/solution is. But did you make sure to put the file in the Darkest Hour Full Mod folder and not the Darkest Hour folder?

To get the events to fire you must always use event then its number. You can in theory get any event to fire in the mod, whether they'll take effect is another story. But these cheat events should fire (although 80100 you'll need technology to build factories).
 
I put it in the Darkest Hour Full Mod folder as instructed. Then in the 1914_events.txt at the end of the document I put: event = "db\events\Cheats.txt". Just as it said. It won't work though :(
 
However, you could also try pasting that code into the events.txt file which is in the same folder at the 1914_events to make sure.

Post again if you still get issues.

I did this: And it worked! :D Thank you very much.

Also, I suck at reading.
 
Just for future reference, all Steam does is place the equivalent of what we would see in Program Files into a Common folder under the user account. I recommend just moving the game to where you keep other games in the Paradox folder in Program Files and creating a shortcut to the .exe, that way you don't have to run it through Steam.