Returns the selected leased fleet to its original ownerĪdds of robot pops to the selected celestial body, only works if the empire has the technology to build robot popsĪdds of Energy Credits, defaults 5000 Takes control of all worlds and starbases of target NOTE: Spawned juggernauts will not be able to build, upgrade or repair shipsĪdds of infiltration progress on Īdds of time, valid units are days, months and yearsĪdds to, entering only the leader ID reveals all trait IDs for that classĪdd_trait_leader 1 leader_trait_gale_speed Same relic can be added multiple times.Ĭreates a fleet with one ship of, pressing tab reveals the NPC ship names Grants, writing all instead of the ID grants all relics. Increases the empire's Opinion of the empire by, default 40Ĭreates of pops from on the selected celestial body, entering without ID reveals all species IDs Pop IDs can be read by hovering over a pop in the population tab.Ĭheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes.Īctivates the specified Ascension Perk, pressing tab reveals all IDsĪctivate_ascension_perk ap_mind_over_matterĪctivates the triumph effect of Īctivates the specified Tradition, pressing tab reveals the namesĪdds to the selected celestial bodyĪdds of intel towards, default 10Īdds of loyalty from, default 10.If a modded starting system was not used the player's starting science ship will always be 0. Ship IDs can be read by hovering over a ship in the fleet window.If a modded starting system was not used the player's empire will always be 0. Empire IDs can be read by hovering over an empire's flag in the contacts menu or its borders on the galaxy map.If a modded starting system was not used the player's starting leaders will always be 0 (ruler), 1 (governor) and 2-4 (scientists). Leader IDs can be read by hovering over a leader in the leaders or empire menus.If a modded starting system was not used the player's species will always be 0 for the main species and 1 for the syncretic/cyborg/bio-trophy/prepatent species. Species IDs can be read by hovering over a species in the species menu.Species, leader, empire and pop IDs however are defined when the game is created and have to be found with the debugtooltip command. Hosted by 44 Bytes.Most IDs are predefined and can be found on the ID page. © 2022 Hookshot Media, partner of ReedPop. Join 401,941 people following Push Square: Skyrim Anniversary Edition: All New Content, All Creation. GTA Online Weekly Update: 7th October, 2022 PS4 to PS5: All Games with Confirmed Free Upgrades PS5 Stock: Where to Buy PlayStation 5 and When in October. New PS5, PS4 Games This Week (10th October to 16th October) We've broken the map down into individual territories, sharing where to go to find every GRE Anomaly. They are labelled on the map as skulls.īelow you'll find all GRE Anomaly locations in Dying Light 2. Inside will be Inhibitors, loot, and Combat XP. If you manage to kill them, the nearby container is free for you to open. At the very least, make sure your Player Rank matches their own level before venturing into the arena. They're very powerful and have a big health pool, so you must be prepared if you decide to take them on. GRE Anomalies are special infected located throughout the city. If you need help finding any of the other activities on the map, please use the following guides: Dying Light 2: All Windmill Locations, Dying Light 2: All Metro Station Locations, Dying Light 2: All Bandit Camp Locations, Dying Light 2: All Airdrop Locations, Dying Light 2: All Facility Locations, and Dying Light 2: All Nightrunner Trial Locations. Killing every GRE Anomaly and looting the Inhibitors unlocks the Revenants Trophy. In this Dying Light 2 guide, we're going to reveal all GRE Anomaly locations. If you stumble upon the arenas housing one, you can take them on and try and kill them. What are all GRE Anomaly locations in Dying Light 2? Spread throughout the city are special, powerful infected that guard containers with Inhibitors inside.
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