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The trick here is to know the names of the units, so I'm providing this list which I obtained from file export_descr_unit.txt (data folder). Numeric parameters are: #units, offense max, defense max, experience points. Have finally gotten the create_units to work, so for those of you still struggling here is the syntax/example which I found at courtesy of user EastCoastHandle - here is copy/paste of their example:Ĭreate_unit "Arretium" "roman arcani" 5 8 8 8 Anyone who knows the EXACT way to do any of the others please respond with the code! Thank you all!
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So there are the ones that I know and have tested. Set_building_health (settlement_name) (building_chain) (final health percent) : sets health of a building of the specific type (eg core_building) in a settlement, so that the final health percentage is as specified for building chains see export_descr_building.txtĪi_turn_speed (multiplier) : sets the maximum speed of turn processing during the ai round Toggle_coastlines : toggles strategy map coastline display Show_landings (opt:cursor/region_id) : shows the landing positions available to the ai from a given region, default hides themįilter_coastlines : applies filter to world map coastlines
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List_characters (opt:faction_type) : list all the characters in the world or those belonging to a faction Mp (charactername) (amount) : gives the character List_ancillaries : lists all the available ancillaries List_traits : lists all the available traits Give_train_points (charactername) (trait name) (points) : gives the character points for trait Toggle_terrain (opt:region/tiletype/climate/choke/landing/frontier/features /frontier_defend) : toggles the terrain to display various data sets, no param resets to normal Write_ui_cache : writes out the ui texture cache to disk Jericho : and the walls came a-tumblin' down Show_cursorstat : shows the cursor position and region id Process_cq character_reset : resets the character back to it's start of trun settings Process_rq(settlement) : Completes all (possible) units pending in queue Process_cq (settlement) : Completes all (possible) construction pending in queue Give_trait (charactername) (trait name) (opt:level) : gives the character a trait at level (default = level 1) (2 LETTER ANCILLARY) give_ancillary Alexander aged_retainer ****TYPE****give_ancillary Alexander bodyguard Give_ancillary (charactername) (ancillary name) : gives the character an ancillary Toggle_restrictcam : toggles camera restrictions on or off Toggle_fow : toggles for of war on or off Move_character (name) (x),(y) : moves named character on campaign mapĪuto_win (attacker/defender) : the attacker or defender wins the next autoresolved battleĬreate_unit (settlement/character_name) (unit_id) (opt:how_many) (opt:ext/armor/weapon) : creates one ot more units of the specificed type Toggle_tow : shows/hides the tabbled output windowĪdd_money (opt:faction_type) (amount) : adds an amount of money to a faction's coffers, can be negative, default is player factionĪdd_population (settlement_name) (amount) : adds an amount of population to a settlement, can be negative Please, anyone who knows the right way to do any of these please add to the list!
#STRONGHOLD 3 CHEATS GAMEWINNERS HOW TO#
So I was thinking why not make a thread that shows you how to do it! I don't know how to use many of them, but I am sure there are people out there who do! So my plan is to show EXAMPLES of how to type these codes typed exactly as the should be typed. So I've seen these cheat codes on the site, and everyone seems to be having some trouble using them. ONLY POST IF YOU CAN HELP WITH THIS!!! NOTHING MORE! KEEP YOUR COMMENTS TO YOURSELF PLEASE! THANK YOU!