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17/03/2008

Warhammer 40k: Dawn Of War - Soulstorm: Cheats

Game Cheat Codes
Add -Dev as a command-line parameter to your shortcut for the game. Example: “C:\Dawn of War - Soulstorm\Soulstorm.exe” -Dev

When playing, press [CTRL] + [SHIFT] + [~] (tilde) and then type any of the following codes in the console (case sensitive):

Code: Result:
FOW_RevealAll Remove Fog of War
fog_toggle Remove Fog
sd_instant_build = 1 Activate Instant Build (Player + CPU)
sd_instant_build = 0 Disable Instant Build

Skirmish Mode Cheats
Start Skirmish Mode. When choosing the GAME OPTIONS, “Allow Cheats” must be set to YES. When playing, press [CTRL] + [SHIFT] + [~] (tilde) and then type any of the following codes in the console:

Code: Result:
cheat_power(#) Get Indicated Amount of Power
cheat_requisition(#) Get Indicated Amount of Requisition
cheat_revealall Show Entire Map
cheat_killself Suicide
taskbar_hide Hide Taskbar
taskbar_show Show Taskbar

Originally from CheatHappens

Cheats | PC | Strategy | Sci-Fi | Real-Time
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09/03/2008

Imperium romanum: Cheats for PC

Cheat Codes
Type any of the following cheat codes while playing:

Code - Result

chfreebuild - Free Build
chnofire - Fire will not occur
chnoplague - Plague will not occur
chnoriots - Riots will not occur
chgivemeall - Get 1000 of everything
chstartfire - Start fire
chstopfire - Stop fire
chstartplague - Start plague
chcureall - Cure all
chnofood - Food is not produced
chnomaterials - Materials are not produces
chwin - Win scenario
challhistory - Unlock history timeline
chnobarbarian - Barbarians will not attack
chstartbarbarian - Start Barbarian attacks
chstopbarbarian - Stop Barbarian attacks
chnocrime - No crime
chstartriot - Start riot
chstopriot - Stop riot
chnomorale - Morale not produced

Originally from CheatHappens

Cheats | PC | Strategy | Historic | Real-Time
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07/08/2007

Universe at War: Earth Assault - Diary #3 “Story and Setting”

Alien invasion stories usually involve one powerful alien race landing on the planet, only to be defeated by the plucky human defenders or, in some cases, by their germs. But what happens when three alien races suddenly appear on Earth, and humanity is caught in the middle of an intergalactic conflict? That’s the idea behind Universe at War: Earth Assault, a real-time strategy game from Sega and developer Petroglyph, of last year’s Star Wars: Empire at War fame. We’ll let Petroglyph creative director Adam Isgreen introduce the story for the game, which is due out later this year.

Universe at War: Earth Assault

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Previews | Screenshots | PC | Strategy | Sci-Fi | Real-Time
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24/07/2007

StarCraft 2: New screenshots

New screenshots for one of the most forthcoming game StarCraft 2

StarCraft 2 2

 

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Previews | Screenshots | PC | Strategy | Sci-Fi | Real-Time
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22/06/2007

World in Conflict: Collector’s Edition Announced for X360, PC

World in Conflict is a strategy game that delivers intense action and coordinated team play amidst a apocalyptic showdown between the Soviet Union and the US, with completely destructible 3D battlefields, aggressive team-based multiplayer action and a focus on fast, hard-hitting battles. The CE (PC only) will include an authentic piece of the Berlin Wall, bonus footage DVD and upgraded packaging.

World in Conflict

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04/06/2007

Starcraft 2: No game in 2007

When Blizzard Entertainment unveiled Starcraft II earlier this month, the reaction among the original fans was apoplectic. Though the game’s official release date remains “when it’s ready,” there was some hope that it might arrive by the end of the year.

Such sentiments came in part from a GameSpot video interview with lead producer Chris Sigaty. In it, he said that Blizzard usually takes “three and a half or four years to finish a game” and that Starcraft II would enter alpha testing later in the year. Since the company has publicly said that Starcraft II had been in development since 2003, that led some to believe the game could come in 2007.

Unfortunately, that’s not going to happen. Speaking with MSNBC, Blizzard vice president of game design Rob Pardo ruled out any possibility that Starcraft II would join the crush of titles coming out this holiday season.

When asked about the game’s release date, Pardo said, “The only thing I can give you [that’s] concrete is it’s not going to be this year. Some people were hoping, because of how advanced the game looks, that we’d have it out by Christmas, but that’s definitely not happening.”

Pardo also dropped a hint at the scale of Blizzard’s future plans, saying that the 40 developers working on Starcraft II are “one of the smaller teams.” Job listings on the Blizzard site have indicated it is working on a “next-gen MMO”–which the company said will not be another World of Warcraft. Also, rumors persist that Diablo III is in development.

Originally from GameSpot

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02/06/2007

Tom Clancy’s EndWar - Preview

Ubi reveals more about the apocalyptic techno-thriller heading to next-generation consoles in February…

Tom Clancy's EndWar

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Previews | PS3 | Xbox 360 | Strategy | Real-Time
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23/05/2007

StarCraft: Cheats for PC

Cheat Codes
Press [Enter] during game play, type one of the following codes, and press [Enter] again to activate the corresponding cheat function:

Code Result
operation cwal Faster building and instant upgrades
the gathering Unlimited psionic ability
power overwhelming Indestructible buildings and ships
war aint what it used to be Remove fog of war
show me the money Minerals and gas increased by 10,000
whats mine is mine Minerals increased by 500
breathe deep Vespene gas increased by 500
something for nothing Everything upgraded
food for thought Ignore supply limit when building units
black sheep wall Full map
noglues Opponent has no psionics
modify the phase variance Build anything
medieval man Free upgrades to units
there is no cow level Mission skip *
ophelia Enable mission select
terran # Terran mission #
zerg # Zer mission #
protoss # Protoss mission #
staying alive Continue after mission completed
man over game Win game
game over man Lose game

Originally from CheatHappens

Cheats | PC | Online | Strategy | Sci-Fi | Real-Time
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22/05/2007

StarCraft 2: Blizzard talks about art design

A panel of the Irvine, CA-based studio’s top artists discusses the art design and environments in the newly announced Starcraft II.

SEOUL, South Korea–At the 2007 Worldwide Invitational event, Blizzard Entertainment is offering tournament play for its hardcore fans and open panel discussions for its inquisitive ones. The company’s senior artists, including senior 3D artist Dave Berggren, senior 3D artist Allen Dilling, senior 3D artist Trevor Jacobs, lead technical artist Rob McNaughton, and senior art director Samwise Didier, sit on a panel to discuss how the studio creates art “the Blizzard way.”

Didier explains that within the core philosophies of Blizzard art design, “nothing is subtle–every character is over the top; every environment is either beautiful or battle scarred.” According to the art director, Blizzard’s characters come to life by means of strong silhouettes, exaggerated proportions, distinctive animations, and “bold, saturated colors” so that they not only look memorable, but are easy to distinguish at a glance as well–an important quality for real-time strategy units that must often be viewed from a zoomed-out view. Didier adds that at Blizzard, art is something that “isn’t finished until the game is shipped”–artists typically work on continued passes right until games are complete.

Technical artist McNaughton then takes the stage and explains how the studio uses a handful of primary art tools to create its games; there is Adobe Photoshop for texture art, 3D Studio Max for its low-polygon models, and Mudbox for its high-polygon models, as well as its own proprietary toolsets, such as “Startools,” to create in-game objects such as trees and other “doodads,” and “Scumedit,” the updated map editor. McNaughton also points out that Startools and Scumedit will be part of the map- and mod-making tools that will ship with the game. McNaughton explains that Starcraft II’s graphics will be based off of the DirectX 9.0 API and fully support Pixel Shader 2.0, including support for conventional DirectX 9.0 effects such as normal mapping and high dynamic range lighting and bloom. While the game will be playable on both Windows XP and Vista, Starcraft II does not support DirectX 10 in its current state. The artist tempers his description of the advanced graphical effects by explaining that although the game will feature advanced graphical effects, it will scale, to some extent, downward to still allow players who don’t own cutting-edge PC hardware to play the game.

3D artist Jacobs then discussed the process of how Blizzard starts with 2D concept art and eventually arrives at finished models, using the Protoss Immortal tank as an example to go from hand drawing to rough modeling (adjusted to make sure the model looks good from the traditional RTS overhead view) to texturing to polishing, and 3D artist Dilling reiterates the importance of creating distinctive animations for units. As an example, Dilling shows the Starcraft II flying mutalisk and tiny, doglike zerglings in action, both alone and in large crowds.

Starcraft II’s units will have multiple “move cycle” animations so they don’t all move in unison with the exact same frames of animation; the crowd of zerglings looks especially creepy because none of them seem to be running in the same way or in the same direction, like a swarm of hyperactive fire ants. Dilling explains that because Starcraft II is being developed with professional competition in mind, the sequel’s special effects will be “tight, fast, and quick” such that they don’t obscure the action or slow down your computer. However, “landmark events” like the summoning of the top-level Protoss mothership unit will be accompanied by sufficient graphical fanfare to point out their importance.

The panel winds down with a brief presentation on environments from 3D artist Dave Berggren, who suggests that Starcraft II will take place both in new worlds and in worlds that had appeared in the original game. Berggren shows concepts for the Protoss world of Bel’Shir, a lush, jungle planet that had once served as a religious retreat for the race before it was sacked by the Zerg. The planet has since become covered in ruined temples. Berggren also introduces Braxis Alpha, the Terran settlement that appeared inĀ  video presentation. Braxis Alpha will be a combination of industrial wasteland and mountainous regions, covered in craggy rock formations and factory-like debris, such as loose gears and turbines that jut out from mountain faces. Finally, Berggren shows concept art of the Zerg world of Char (where Kerrigan, the Terran-ghost-unit-turned-Zerg-commander holds court), which will, like in the previous games, be a craggy, volcanic planet covered in lava floes. Berggren points out that although Blizzard’s art team is taking advantage of modern texturing approaches to environments by mapping terrains and overlaying photorealistic textures, the art team will also make final passes to tweak environmental areas by hand.

Originally from GameSpot

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