Stormgate
Cheat Codes:
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Submitted by: David K.
How to Create All Army Key You Can Remove Units From:
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We all had a panic moment where we hit the all army
hotkey and pulled back a unit that was guarding a base
or was going for harassment.
-=So here is a solution=-
1.Enable automatic control groups
2.Change control group 1 key to what you want the all
army key to be (that is what automatic control group
adds all units to). Reassign control groups 2 and 3
to keys that you won't use. I assign them to 8 and 9.
3.Reassign control groups (create, add, steal) 1 to 7
starting from control group 4 (these are control groups
automatic control group system doesn't touch). So 4
would be 1, 5 would be 2 and so on.
4.Assign all army to a hotkey you won't use. I assigned
it to P.
5.Hide control group UI if you don't want to see the ugly
SPACE BAR text on the first control group.
Note: Don't leave keys unassigned. There is a bug that
causes the key to retain its original function if left
unassigned.
If you did all of this correctly, all army key is now a r
egular control group you can move units in and out of.
Great success!
If you unassign 2 and 3, then 2 and 3 still acts as ground
and air units. So assign them to 8 and 9. Correcting the
OP accordingly.
Mechanics Tips:
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My recommendation is that you learn just by playing and having
fun, but you can check these notes for anything you are wondering
about.
-=Economy=-
* 12 is the max workers on luminite, you gain essentially 0 extra
income from workers above 12. Send these additional workers to
therium.
* Therium mining is only capped by the amount of nodes there are
at the location.
* Therium will begin to be enriched if there is no more nodes to
spawn, so not mining therium right away and letting it build
up is a choice you can make. Enriched therium mines twice? As fast.
* Bug? Therium will not enrich unless it has vision on it.
-=General=-
* You can destroy trees with workers by attack clicking them
(2 hits). You can also use Vulcan dash, Magmadon Trample,
or Atlas attack.
* Don't ask me how armour works, but apparently you can think of
it as adding effective hp.
* Misplacing your command post or shrine has an impact on your
economy. You want to place 90 degrees to the mine, not diagonal.
-=Vanguard=-
* You can build buildings faster by using multiple bobs but it
has diminishing returns. 3 bobs builds something in half the time.
* Overcharge increases the speed of building.
* Repair is free.
* Dogs and medtech are mechanical.
* You can salvage almost all vanguard buildings and you will get
100% of the cost back.
* Solar Habitat does not stack.
* Lancer has a passive that decreases all damage by 3.
* Lancer turret attacking your own building, bounces to enemies.
* Medtech heal grants 25 armour to the unit healed.
* Medtech Nanoswarm can be used on friend (AOE healing) or foe
(AOE damage) but it does not stack anymore.
* Medtech system buff gives a sick speed boost, and gets rid of
enemy bob overcharge (and all buffs/debuffs really).
* All air units have the ability 'Return to Hanger'. This
automatically pilots your the air unit back to a hanger with a
speed boost. It then heals the air unit to 100% slowly and does
not allow the unit to move until fully healed. You can speed
this process up with a bob turret or manual bob repair.
* Atlas can be picked up in Evacs.
* Evac has a mine ability.
* Unit veterancy, gained by killing units, and being around them,
grants additional stats (usually attack damage and hp) per level.
-=Infernal=-
* 3 charges is the max per building, 35 seconds per charge for
army buildings and 17 for Shrines.
* Felhogs from the meat farm are uncontrollable, grant supply.
* White HP is roughly 25% of a unit health, and is gained while
on shroud. This includes enemy shroud, there is no difference.
* Infernal units currently do not lose white hp off shroud.
* Fiends currently DO NOT die off shroud. They just lose White hp
when off shroud.
* Different kinds of infest (gaunt, top bar ability, dragon) stack,
spawning multiple fiends.
-=Other=-
* Walling works almost exactly like SC2, and there are 'big' units
and 'small' units.
* You can rebind some hotkeys, but can't change ctrl modifiers to
shift for example.
* Disable auto control groups if they are confusing or notice weird
things with your hotkeys.
* Auto control groups. 1 = All new built units, 2 = All new ground
units, 3 = All new air units, Spacebar = Select all army.
Quick Guide to Kri Rush:
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Goal was to get a damaging amount of Kri’s, cus they’re cute. This is
not a build to send the arcship on a magical journey.
* Start with a prism and move the Morph core to whatever luminite
strikes your fancy.
* At 350 lum morph into the collection array.
* At 150 lum build Bastion (its ok to overdraw the power, it doesnt
actually hurt anything we’re doing here).
* At 50 lum build the power bank.
* At 150 lum start prism rally to therium and move arcship close.
* When bastion is done build mainframe x2.
* At 150 lum build force projector.
* Start a prism rally to therium.
* Build a battery before the power gets in the way.
With first 50 therium and the lum you can start 2 kri’s to have at
your base in case of whatever. not sure what 2 kris will do but they
make me feel safer.
* After this start a 3rd mainframe when you have the lum.
* Start the upgrade when you have the therium.
Two prisms on therium and one on luminite, as well as your collection
array somewhere should support 3 mainframes of production but you might
have to move one of the prisms to lum and back to therium as production
is not even. i dont know if a strict timing is necessary, but 10 kri’s
at 5:30 is what my sloppy ass day one scrub micro could do, and that
will mince the worker line.
Need more data for live matches to refine, but everyone’s running cel
right now and all builds are sloppy, but my mmr is low so ymmv. Don’t
know if it needs to be said, but I wouldn’t advise this in the mirror.
I am all for improvements. this build is probably not perfect, but I
think its at least a conversation starter.
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