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 HighFleet Cheats

 
   
 
 
HighFleet

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

Make Infinite Money:
--------------------
Written by Caelum

The trick is simple, but once you know it, understand there is no going back! 
A cheaters path is always paved in the weight of its sins.

Simply go to any town, go to the shipyard, grab your most expensive weapon, rip 
it off your ship, sell it, then click the undo repairs button! Your gear will 
be back in place on your ship, and you will have swindled some poor native out 
of his gold!



How to Create More Save Slots:
------------------------------
Written by Zothen

Guide to Create More Save Slots

-=How-To=-
If you want more save slots just create new folders in the save folder 
(defaults to ...\Steam\steamapps\common\HighFleet\Saves).

Inside the folder create a file named "profile.seria", open it with a texteditor 
and add+save this:

{
m_classname=Profile
m_code=515
m_id=4
m_name=November
}

"m_id=4" indicates the slot number. If you create more adjust that number!
"m_name" is the shown save name

Be careful, it looks funny in the campaign menu.




Infinite Money:
---------------
Written by abacus

Get unlimited dosh through editing your save file’s bonus money. 
Applies at the start of the campaign

-=Getting payed=-
Here’s how to get unlimited money in HighFleet in 13 easy steps:
 
1. Right-click on HighFleet in your steam library.
2. Click on properties.
3. Click on local files.
4. Click browse.
5. Double-click on the Saves folder.
6. Double-click on the Profile_1 folder.
7. Right click on the profile file.
8. Click ‘Open with…’ and double-click Notepad.
9. Press CTRL+F on your keyboard, type in “m_scores=” and press enter.
10. Set value to however much money you want to begin with, numbers with 
    many digits may cause instability in the game.
11. Save the file by pressing CTRL+S, and then close the file.
12. Launch HighFleet. Profile 1 should note your newly inflated score, and the 
    expedition screen will show your acquired funds.
13. Enjoy burning Gerat to the ground with tear-jerkingly expensive ships
 
-=Troubleshooting/Extra Notes=-
* I’ve only tested increasing the score to 1,000,000. Entering a number too 
  high may cause various issues with your game.
* Playing a campaign with prologue enabled may or may not mess with your funds, 
  untested.
* The expedition screen’s fund reader only shows up to 999,999. You may still 
  have more than 999,999 dollars, but this is the graphic’s capacity.
* This method has been performed on a Windows 10 OS. Additional steps or different 
  applications may be required on other operating systems to perform.

-=Properly investing=-
How to make any ship design into a flagship:
 
1. Follow steps 1-4 from the previous section. You have completed this step when 
  you can see the ‘Ships’ folder.
2. Double-click on the Ships folder.
3. Look for the name of your ship. The file will look like ‘shipname.seria’
4. Right click on your ship’s seria file. Click ‘Open with…’ and double-click on Notepad.
5. Press CTRL-F on your keyboard. Type in “m_alignment=-1” and press enter.
6. Press the return key after ‘m_alignment=-1’ so that you open a blank space between 
   ‘m_alignment=-1’ and the line below it.
7. Copy and paste the following text: ‘m_flagship=true’
8. Press CTRL+S to save the file and close it. Now the ship will show up as a flagship 
   in your expedition screen at the start of a new campaign.




How to Get a Long Cursor for Fights:
------------------------------------
Written by Fivefold
 
If you would like to have a longer cursor in fights a simple text edit can do that.
 
1.Go to your Highfleet game folder (usually steamapps/common/Highfleet)
2.Go to the folder Highfleet/Media/Tex
3.Use a text editor (e.g. Notepad++ or VS Code) to open the file “Midground2.res”
4.Search for the term “sign_arrow”. It should be on line 267

  Animation sign_arrow
  {
   texture = Midground2
   rect = 4075,609,12,87
   hotspot = 6,43
   zorder = 0.000000
   resgroup = 0 
   frames = 1
  }
 
5.Change the lines shown above to

Animation sign_arrow
  {
   texture = Midground1
   rect = 4091,525,0.6,300
   hotspot = 0,480
   zorder = 0.000000
   resgroup = 0
   frames = 1
  }
 
6.(Re)start the game. In fights the cursor should now be a long straight line 
  and make it easier to aim



Tips and Tricks:
----------------
The enemy has a rather predictable tracking when they lock onto you, and for the 
case of enemy seeming to fire a continuous salvo is due to how some ships in 
highfleet can’t fire due to the firing line being covered due to elevation (which 
seems to only apply to enemy atm).

To effectively evade an enemy salvo depends on weapon type but before the specifics 
here are some good tips:

-=Distance is key=-
Further you are, longer it takes for the enemy shells to reach you = more time to 
maneuver around them. Faster Ships can benefit more at closer ranges to outmaneuver 
their gun rotation speed.

-=Fool the Lock On=-
When the enemy reveals their firing lines (Red: HE/Incindiary, Yellow: AP, Blue: 
Proximity Fuse) Make a false direction. Once you see their salvo unload, Boost and 
shift momentum. It’s easier to do with a lighter ships. Although you might fool the 
initial salvo they will fix their firing line while they shoot, which is especially 
the case for 57mms and 37mm fire being a long firing time (SQUALL is an exception 
due to its horrible turret traversal).

37mm: If you have armor you can ignore it usually, they will hardly do damage to 
armor but unarmored ships will get shredded to pieces, staying far is usually a 
good option but might take a few stray hits due to its inaccuracy once it hits range. 
For a small ship I recommend a brief period of burst of boosting to outpace the 
cannon’s.

57mm: Slower firing vs the 37mm variant, but can do significant damage and chip 
away your armor if you let it. Although less ammo than the 37mm it fires much 
longer due to slower firing rate. You’ll have to use boosters a bit longer to 
outmaneuver but if your ship has the firepower, you can out gun their shots with 
37mm or your 57mm in kind.

100mm: Fast Reloading and Firing. They are especially dangerous on a gladiator 
since they fire 16 rounds of 100mm barrage in a quick instance and fire again in 
less than 5 seconds. Distance might be finnicky as its innate inaccuracy will 
make it have a larger salvo coverage which is dangerous on larger ships and even 
more so on small ships. Similar to the 57mm you’ll have to make a long burst of 
boosting to avoid the salvo or out gun it with sheer firepower.

130mm: Slower than the AK-100’s fire rate overall but has a tighter accuracy cone 
and faster projectile. If your ship is maneuverable you can play your distance and 
dodge their salvo. Faster ships can play in much more closer range thanks to the 
130mm cannon’s tight accuracy you can effectively be up close and personal.

180mm: Slower Projectile compared to the rest but also deals heavy damage. Luckily 
Majority of 180mm cannon wielding ships’ salvo is only 2 shots per cannon (Sarmat).

For SQUALL cannon ships you can outmaneuver via distance thanks to its horrendous 
turret traversal from close or even longrange. In case of inability to avoid using 
firepower such as 57mm & 37mm can mitigate some shots via interception.

220mm: Rockets are easily shut down with 37mm fire, you can easily fool the lock 
on as the missile retains a part of the ships’ momentum. However getting hit by 
them inflicts devastating damage.

-=Tips on being accurate=-
* Set Aiming Line to long: Easy way to make a good reference of firing. It also 
  lengthens the line when your aiming cursor touches the enemy ship for MRL 220.
* Your Ship’s Movement affects the shell’s flight: If your ship is cartwheeling 
  your cannons need time to realign while flying in an angle, make sure you 
  stabilize your ship by either setting it upright or maintaining current angle 
  of flight. Upwards and Downward movement helps with firing enemies ascending or 
  descending (Especially the case for 220mm Rocket Launcher).
* Look the enemy’s Booster direction: By looking at their booster’s ignition you 
  can quickly guess their flight direction and make it easier to lead your shots.
* Take the Shot!: Firing a ranging shot helps with how far you have to adjust 
  for shooting.
 

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