All the vehicles you want:
Submitted by: Radon
Finding 7th Legion a bit heavy going? It doesn’t have to be such hard work
if you use this sneaky cheat. Look at the missions.ini file in your data
directory; at the bottom of each mission profile you’ll see a header called
This 44-digit number sets the amount of starting vehicles; each digit
represents the number of vehicles the different units will have at the
beginning 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 could
be 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 you
experiment 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 -=-
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
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
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 editor’s
Anyway, here is everything you never wanted to know about the data
-=- Section 1: The MISSION.INI file -=-
I’ll describe each line in order here…
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
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, =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 missions
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 robots,
numbers in between
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
"Bit 4" (0001000000000000000000000000000000000000000) - Oppressor
"Bit 5" (0000100000000000000000000000000000000000000) - Crucifier
"Bit 6" (0000010000000000000000000000000000000000000) - APC
"Bit 7" (0000001000000000000000000000000000000000000) - Faith Hammer
"Bit 8" (0000000100000000000000000000000000000000000) - Crucifier
"Bit 9" (0000000010000000000000000000000000000000000) - Annihilator
"Bit 10" (0000000001000000000000000000000000000000000) - Purifier
"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
"Bit 18" (0000000000000000010000000000000000000000000) - Priest
"Bit 19" (0000000000000000001000000000000000000000000) - Medic
"Bit 20" (0000000000000000000100000000000000000000000) - Slaven Rider
"Bit 21" (0000000000000000000010000000000000000000000) - Marine
(7th unit) **
"Bit 22" (0000000000000000000001000000000000000000000) - Commander
"Bit 23" (0000000000000000000000100000000000000000000) - Air Transport
"Bit 24" (0000000000000000000000010000000000000000000) - Sparrow
"Bit 25" (0000000000000000000000001000000000000000000) - Eagle
"Bit 26" (0000000000000000000000000100000000000000000) - Hovercraft
"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
"Bit 36" (0000000000000000000000000000000000010000000) - Light Mech
(7th mech) ***
"Bit 37" (0000000000000000000000000000000000001000000) - Nova
"Bit 38" (0000000000000000000000000000000000000100000) - Pyroclast
(Chosen mech) $
"Bit 39" (0000000000000000000000000000000000000010000) - Redeemer
"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
[$] 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
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 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
Don’t forget that base, you won’t last long without it :).
You can also edit the MMission parts, which are the multiplayer
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.
Don’t forget BMission! This is EXACTLY the same as GMission, except
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:
"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
sooner, try changing the first line to:
Now you can build a robot hangar without spending 11500 credits to build
a barracks &
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
-=- 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… Let’s
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, VDEPEND
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 in BOTH
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
You can get the list of bt_ things from above, but I’m not sure about
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
this would be an easy way to crash the game (changing a %s to %d). Not
that it doesn’t
crash enough already… :-<