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Software Inc. Cheats

Software Inc.

Cheat Codes:
------------
Submitted by: David K.

Start a new game, then hold [Ctrl]+[Alt]+[Home] to display the cheat menu.
Open the console, type Help, you'll get the list of all console commands:

code                  Effect
----------------------------------------------------------------------------------------
Clear               - Clear the Console.
Show_On_Error       - Toggles whether to show the console when an error occurs.
Show_Timestamp      - Establishes whether or not to show the time stamp for each command.
Help                - shows a list of all commands available.
Set_Font_Size       - Sets the font size of the console.
Show_Verbose        - Sets true or false the property Verbose.
ShowDebugLog        - establishes whether or not to show Unity Debug Log.
Exit or Quit        - exits the game.
Take_all_land       - Claims the intire plots.
Write_error         - Shows all errors that has occured during this save.
Toggle_Lights       - Toggles whether lamps should allways be on.
Unlock_Furniture    - Unlock all furniture
Spawn_Guest         - Spawn a guest, that appears in the game for a receptionist.
Toggle_Skyscrapers  - Toggle whether skyscrapers should become see-through.
Max_Employee_Stats  - Maxes the states of all selected employees. Open the "Staff 
                      management" menu and click "Select All" if you want the code to 
                      have an effect on all employees.
Spawn_Car           - Spawn the specified amount of cars, which park somwhere for a 
                      couple of minutes and drives off.
Add_Money           - Spawn the specified amount of money.
Add_Funs            - Spawn the specified amount of funs.
Clear_dirt          - clears dirt in all romms.
Skip_Days           - Skip the specified anount of days.This might freeze the game 
                      for a while.
Skip_Hours          - Skip the specified amount of hours.
Skip_to             - Skip the specified hour between 0 and 23.
Age_Employees       - Ages all selected employees the specified amount of month. 
                      Type 24 after the code if you want to add two years to the 
                      employee's age. Type -24 after the code if you want to reduce 
                      the employee's age by two years.
Reload_Furniture    - Reload all moded furniture with immediate effect.
Furniture_Debug     - Toggle whether to show build(red->cyan) and nav(green->pink) 
                      boundary, interaction points(blue) and snap points(yellow) of 
                      the selected furniture.
Furniture_Thumbnail - generates a thumbnail for the specified furniture. Only works 
                      in the Main Menu.
Toggle_Ceiling      - Toggles the generation of ceiling meshes of first person mode.
                      Might need a reload and has performance impact.
Reload_mod          - Reloads the specified mod, but not for the currently running game.




How to Get Outstanding Quality:
-------------------------------
Written by Foxman8472

Great is not enough for you anymore? Let's see how we can crank it up to Outstanding!

-=Team Composition=-
So, you're ready to start development on new software. After selecting the desired type 
of software and its features, you can notice in the details panel of that software that 
there are two pie charts - one for code, one for art -, an estimate amount for code and 
art, as well as recommended number of programmers, designers, artists.

Opening up the team and employee management screens, you need to look that the team which 
is assigned to develop the software at hand has the following:

The team has a high enough expertise threshold. The team management screen has a slider 
that is set to 0% by default, and that means that your programmers which are qualified 
in one area of expertise will also write bad code in other areas, raising the bar prevents 
them from doing so, watch out not to raise the bar too much or sometimes coupled with 
skill decay some of your programmers might end up unqualified to do any work. 

At least one qualified programmer and designer per distinct code pie slice. At least one 
qualified artist per distinct art pie slice. This ties in to the first point. 

Their qualification level (AKA skill) should be maxed if possible, however there are ways 
to inflate skill without actually needing to send the programmers, artists and designers 
to school: bookshelves and team leaders. Bookshelves provide a static bonus per room and 
team leaders take some time from the team work day to arrange a daily meeting which 
provides skill buffs for the team.

-=Design and Development=-
We got the ball rolling, now we're at design stage. Design progresses until it reaches 
maximum but it can degrade from then on so you have to be ready to click on the Develop 
button as soon as it starts flashing red. If your designers aren't skilled enough they 
won't produce Outstanding design which limits the ability of your software to ever be 
Outstanding. 

In the programming stage, you'd want to aim for a code amount that's about 101% of the 
estimated code, for example if you get an estimate of 20 you can get to 20.20 and that 
actually increases the chance of the code getting Outstanding rather than promoting at 
the exact estimate number.

Try not to have too many programmers of the same qualification working on the same code, 
it tends to reduce overall quality. That three shift team group is perfect for marketing 
and support but for development it's the equivalent of 9 women giving birth to a baby in 
1 month gestation period.

You can order reviews to check the progress. Outsourced reviews are typically less biased 
but come at financial cost. Once you promote to beta the software cannot get worse. After 
promoting from alpha the dev team can be relocated to other projects as you can assign 
beta to non-stop support teams. Clean that software until you're getting fewer than 10 
bugs per month.

-=Myths about Outstanding Quality=-
This section is made especially because the game's mechanics have changed and there is 
a lot of conflicting info lying around on this subject. I'll just note what I found 
regarding some myths being circulated:

* Price has no bearing on quality. 
* You don't need Outstanding tools to create Outstanding software. 
* Overcoding your application is preferred to undercoding it. 
* Outstanding quality is set for software that has quality over 93%. 
* Stress factors like noise, heat, cold, or bad chemistry between team members 
  impacts quality and effectiveness.





Marketing Strategies Guide:
---------------------------
This guide will give you tips and tricks on how to market you product.

There is no correct or incorrect answer to the question of how many marketing teams
are needed. However, I think smaller teams are better. Marketing is not feasible for 
the newest IP releases. It takes time to establish a reputation of marketing.

-=Steps to Market=-
1.Announce the date
2.Press release for the Design phase
3.Press release for the development phase
4.Do you design the Press?
5.Release

It appears that the marketing mechanism in the game was tweaked. There aren’t any 
exact figures. However, these are my suggestions on how to market effectively. 
Why should I do this in this way?

It is crucial not to use a press release too often, as each new release will have 
less impact and consequently less of a marketing impact. It was possible to send out
press releases with videos and send followers to the sky before it was corrected.

Tips: Alpha and Beta press releases are treated in the same way. So, releasing one 
in each project stage could result in negative consequences. Once you’ve reached 
the beta stage, the build process is complete. This will give you the most boost 
to your followers, just as a demonstration or display for the media.

-=My method=-
I create both press releases and videos. However, I will issue my first press release 
once the Design is in the final version. 

* Then, I receive reviews; I re-release the design to get those 10/10 marks.

-=PRO-TIP=-
You can start with the Design phase and create your first press release without 
announcement. When the design is at the fourth iteration, you can announce it for
15 months and release Press. This will let you create a new Press release during 
the development review, press build and review, and beta fixing.

You can release it if you have finished earlier (don’t forget to print or order copies). 
There is no penalty for the release of an item before the time you announce it.
 


Hints and Tips:
---------------
Written by Kuggar

This section will be for when I discover or find hints and tips relating to team sizes.

* Most software does not require a lot of artists. It is recommended that you put your 
artists in your programmers team and set their role accordingly. There's no point in 
making a 'team' of 1 or 2 artists as you'll need another room plus a leader. HR can 
handle this in A10

* Always send your staff for training. If a program requires System and Network 
programming, always train your team in these skills as it will directly affect your 
product score when you outsource reviews in Alpha.

* Your support team will depend on how many active users you have using your products 
and how many bugs you fixed during Beta. Always try and accomodate for ongoing growth. 
Try and keep your support teams under 30.

* Marketing teams are similar to support teams, you must always account for growth, 
but note that with marketing, there will be a golden number depending on how much you 
spend on marketing for a product.

* At the beginning either split your initial marketing (and support) teams in to two 
of each, or increase the vacation range so fewer people are away at once.



Education Explanatory Guide:
----------------------------
How education works has changed a bit over time. Here’s how I currently understand it.

Employees gain two different types of upgrades as they gain experience: skill and 
specializations (stars). They gain skill in the general category (leadership, design, 
programming, etc.). As they gain experience, they fill up the bars in the upper right 
of their detail screen. When the bar is full they gain a point for a specialization 
in that category.

The only way to spend that point is to send them off for education. The menu is designed 
to allow you to send multiple employees for the same training at once by choosing the 
category and specific specialization. That’s a bit of a nuisance at times, so there is 
a short cut.

You can simply click on the star you want with an employee selected, and it will queue 
up the classes for that employee. If they have one star and you click on the third star, 
they need two classes, and the game will queue them up one after another, spending the 
requisite money to pay for them when it does. The employee doesn’t actually gain his 
or her star until the class is completed.

A few warnings are worth noting.

* Leaders can handle education needs for you but only if they have at least two stars 
and you set up the limits in the HR tab of the teams menu. It has to be done separately 
for each team.
* Every employee has a limited number of maximum specializations in each category. Be 
careful about your choices because you can’t undo a specialization later. The exception 
to this is when a character has the Big Brain trait. Every employee has a specialty (their 
primary category of skill), and a character with a Big Brain can learn every specialization
in his or her specialty.
 
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